 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			176 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Create and play an animation defined by code that operates on the [`Transform`] component.
 | |
| 
 | |
| use std::f32::consts::PI;
 | |
| 
 | |
| use bevy::{
 | |
|     animation::{AnimationTarget, AnimationTargetId},
 | |
|     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>>,
 | |
|     mut graphs: ResMut<Assets<AnimationGraph>>,
 | |
| ) {
 | |
|     // Camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|     ));
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn((
 | |
|         PointLight {
 | |
|             intensity: 500_000.0,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(0.0, 2.5, 0.0),
 | |
|     ));
 | |
| 
 | |
|     // Let's use the `Name` component to target entities. We can use anything we
 | |
|     // like, but names are convenient.
 | |
|     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.
 | |
|     let planet_animation_target_id = AnimationTargetId::from_name(&planet);
 | |
|     animation.add_curve_to_target(
 | |
|         planet_animation_target_id,
 | |
|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
 | |
|             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),
 | |
|         ]))
 | |
|         .map(TranslationCurve)
 | |
|         .expect("should be able to build translation curve because we pass in valid samples"),
 | |
|     );
 | |
|     // 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.
 | |
|     let orbit_controller_animation_target_id =
 | |
|         AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
 | |
|     animation.add_curve_to_target(
 | |
|         orbit_controller_animation_target_id,
 | |
|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
 | |
|             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,
 | |
|         ]))
 | |
|         .map(RotationCurve)
 | |
|         .expect("Failed to build rotation curve"),
 | |
|     );
 | |
|     // 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.
 | |
|     let satellite_animation_target_id = AnimationTargetId::from_names(
 | |
|         [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
 | |
|     );
 | |
|     animation.add_curve_to_target(
 | |
|         satellite_animation_target_id,
 | |
|         UnevenSampleAutoCurve::new(
 | |
|             [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
 | |
|                 .into_iter()
 | |
|                 .zip([
 | |
|                     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),
 | |
|                 ]),
 | |
|         )
 | |
|         .map(ScaleCurve)
 | |
|         .expect("Failed to build scale curve"),
 | |
|     );
 | |
|     // There can be more than one curve targeting the same entity path.
 | |
|     animation.add_curve_to_target(
 | |
|         AnimationTargetId::from_names(
 | |
|             [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
 | |
|         ),
 | |
|         UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
 | |
|             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,
 | |
|         ]))
 | |
|         .map(RotationCurve)
 | |
|         .expect("should be able to build translation curve because we pass in valid samples"),
 | |
|     );
 | |
| 
 | |
|     // Create the animation graph
 | |
|     let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
 | |
| 
 | |
|     // Create the animation player, and set it to repeat
 | |
|     let mut player = AnimationPlayer::default();
 | |
|     player.play(animation_index).repeat();
 | |
| 
 | |
|     // Create the scene that will be animated
 | |
|     // First entity is the planet
 | |
|     let planet_entity = commands
 | |
|         .spawn((
 | |
|             Mesh3d(meshes.add(Sphere::default())),
 | |
|             MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
 | |
|             // Add the animation graph and player
 | |
|             planet,
 | |
|             graphs.add(graph),
 | |
|             player,
 | |
|         ))
 | |
|         .id();
 | |
|     commands
 | |
|         .entity(planet_entity)
 | |
|         .insert(AnimationTarget {
 | |
|             id: planet_animation_target_id,
 | |
|             player: planet_entity,
 | |
|         })
 | |
|         .with_children(|p| {
 | |
|             // This entity is just used for animation, but doesn't display anything
 | |
|             p.spawn((
 | |
|                 SpatialBundle::INHERITED_IDENTITY,
 | |
|                 orbit_controller,
 | |
|                 AnimationTarget {
 | |
|                     id: orbit_controller_animation_target_id,
 | |
|                     player: planet_entity,
 | |
|                 },
 | |
|             ))
 | |
|             .with_children(|p| {
 | |
|                 // The satellite, placed at a distance of the planet
 | |
|                 p.spawn((
 | |
|                     Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
 | |
|                     MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
 | |
|                     Transform::from_xyz(1.5, 0.0, 0.0),
 | |
|                     AnimationTarget {
 | |
|                         id: satellite_animation_target_id,
 | |
|                         player: planet_entity,
 | |
|                     },
 | |
|                     satellite,
 | |
|                 ));
 | |
|             });
 | |
|         });
 | |
| }
 |