# 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.
		
			
				
	
	
		
			150 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			150 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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