
This reverts commit 0b5302d96a
.
# Objective
- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
186 lines
6.8 KiB
Rust
186 lines
6.8 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::{animated_field, 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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..default()
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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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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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// 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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