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		af10aa38aa
		
			
		
	
	
	
	
		
			
			# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
    type Component = TextFont;
    type Property = f32;
    fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
        Some(&mut component.font_size)
    }
}
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new(
        [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
            .into_iter()
            .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
    )
    .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
    .expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableCurve::new(
        animated_field!(TextFont::font_size),
        AnimatableKeyframeCurve::new(
            [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
                .into_iter()
                .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
        )
        .expect(
            "should be able to build translation curve because we pass in valid samples",
        ),
    ),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
	
			
		
			
				
	
	
		
			185 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Create and play an animation defined by code that operates on the [`Transform`] component.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     animation::{animated_field, AnimationTarget, AnimationTargetId},
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|     prelude::*,
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| };
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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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| 
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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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| 
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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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| 
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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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| 
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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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|         AnimatableCurve::new(
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|             animated_field!(Transform::translation),
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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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|             .expect("should be able to build translation curve because we pass in valid samples"),
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|         ),
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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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|         AnimatableCurve::new(
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|             animated_field!(Transform::rotation),
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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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|             .expect("Failed to build rotation curve"),
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|         ),
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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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|         AnimatableCurve::new(
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|             animated_field!(Transform::scale),
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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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|             .expect("Failed to build scale curve"),
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|         ),
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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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|         AnimatableCurve::new(
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|             animated_field!(Transform::rotation),
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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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|             .expect("should be able to build translation curve because we pass in valid samples"),
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|         ),
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|     );
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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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| 
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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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| 
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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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