 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			144 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.3 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::{FRAC_PI_2, PI};
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| 
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| use bevy::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: 1.0,
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|         })
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|         .add_startup_system(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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| ) {
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|     // Camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // The animation API uses the `Name` component to target entities
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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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|     animation.add_curve_to_path(
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|         EntityPath {
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|             parts: vec![planet.clone()],
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|         },
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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Translation(vec![
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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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|         },
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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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|     animation.add_curve_to_path(
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|         EntityPath {
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|             parts: vec![planet.clone(), orbit_controller.clone()],
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|         },
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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Rotation(vec![
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|                 Quat::from_axis_angle(Vec3::Y, 0.0),
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|                 Quat::from_axis_angle(Vec3::Y, FRAC_PI_2),
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|                 Quat::from_axis_angle(Vec3::Y, PI),
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|                 Quat::from_axis_angle(Vec3::Y, 3.0 * FRAC_PI_2),
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|                 Quat::from_axis_angle(Vec3::Y, 0.0),
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|             ]),
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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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|     animation.add_curve_to_path(
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|         EntityPath {
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|             parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
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|         },
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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
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|             keyframes: Keyframes::Scale(vec![
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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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|     );
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|     // There can be more than one curve targeting the same entity path
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|     animation.add_curve_to_path(
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|         EntityPath {
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|             parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
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|         },
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|         VariableCurve {
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|             keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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|             keyframes: Keyframes::Rotation(vec![
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|                 Quat::from_axis_angle(Vec3::Y, 0.0),
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|                 Quat::from_axis_angle(Vec3::Y, FRAC_PI_2),
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|                 Quat::from_axis_angle(Vec3::Y, PI),
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|                 Quat::from_axis_angle(Vec3::Y, 3.0 * FRAC_PI_2),
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|                 Quat::from_axis_angle(Vec3::Y, 0.0),
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|             ]),
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|         },
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|     );
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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(animations.add(animation)).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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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Icosphere::default())),
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|             material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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|             ..default()
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|         })
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|         // Add the Name component, and the animation player
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|         .insert_bundle((planet, player))
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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_bundle(TransformBundle { ..default() })
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|                 // Add the Name component
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|                 .insert(orbit_controller)
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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_bundle(PbrBundle {
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|                         transform: Transform::from_xyz(1.5, 0.0, 0.0),
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|                         mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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|                         material: materials.add(Color::rgb(0.3, 0.9, 0.3).into()),
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|                         ..default()
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|                     })
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|                     // Add the Name component
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|                     .insert(satellite);
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|                 });
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|         });
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| }
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