 af10aa38aa
			
		
	
	
		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>
		
	
			
		
			
				
	
	
		
			198 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			198 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to use animation clips to animate UI properties.
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| 
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| use bevy::{
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|     animation::{
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|         animated_field, AnimationEntityMut, AnimationEvaluationError, AnimationTarget,
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|         AnimationTargetId,
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|     },
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|     prelude::*,
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| };
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| use std::any::TypeId;
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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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| 
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| // The entry point.
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         // Note that we don't need any systems other than the setup system,
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|         // because Bevy automatically updates animations every frame.
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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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| 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("Text");
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|         let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
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| 
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|         // Allocate an animation clip.
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|         let mut animation_clip = AnimationClip::default();
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| 
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|         // Create a curve that animates font size.
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|         animation_clip.add_curve_to_target(
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|             animation_target_id,
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|             AnimatableCurve::new(
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|                 animated_field!(TextFont::font_size),
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|                 AnimatableKeyframeCurve::new(
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|                     [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
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|                         .into_iter()
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|                         .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
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|                 )
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|                 .expect(
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|                     "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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| 
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|         // Create a curve that animates font color. Note that this should have
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|         // the same time duration as the previous curve.
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|         //
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|         // This time we use a "custom property", which in this case animates TextColor under the assumption
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|         // that it is in the "srgba" format.
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|         animation_clip.add_curve_to_target(
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|             animation_target_id,
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|             AnimatableCurve::new(
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|                 TextColorProperty,
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|                 AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
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|                     Srgba::RED,
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|                     Srgba::GREEN,
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|                     Srgba::BLUE,
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|                     Srgba::RED,
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|                 ]))
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|                 .expect(
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|                     "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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| 
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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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| 
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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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| 
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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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| 
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| // Creates all the entities in the scene.
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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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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| 
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|     // Build an animation player that automatically plays the UI 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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| 
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|     // Add a camera.
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|     commands.spawn(Camera2d);
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| 
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|     // Build the UI. We have a parent node that covers the whole screen and
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|     // contains the `AnimationPlayer`, as well as a child node that contains the
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|     // text to be animated.
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|     commands
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|         .spawn((
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|             // Cover the whole screen, and center contents.
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|             Node {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Px(0.0),
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|                 left: Val::Px(0.0),
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|                 right: Val::Px(0.0),
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|                 bottom: Val::Px(0.0),
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 ..default()
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|             },
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|             animation_player,
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|             AnimationGraphHandle(animation_graph),
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|         ))
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|         .with_children(|builder| {
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|             // Build the text node.
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|             let player = builder.parent_entity();
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|             builder
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|                 .spawn((
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|                     Text::new("Bevy"),
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|                     TextFont {
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|                         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                         font_size: 24.0,
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|                         ..default()
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|                     },
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|                     TextColor(Color::Srgba(Srgba::RED)),
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|                     TextLayout::new_with_justify(JustifyText::Center),
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|                 ))
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|                 // Mark as an animation target.
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|                 .insert(AnimationTarget {
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|                     id: animation_target_id,
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|                     player,
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|                 })
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|                 .insert(animation_target_name);
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|         });
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| }
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| 
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| // A type that represents the color of the first text section.
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| //
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| // We implement `AnimatableProperty` on this to define custom property accessor logic
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| #[derive(Clone)]
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| struct TextColorProperty;
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| 
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| impl AnimatableProperty for TextColorProperty {
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|     type Property = Srgba;
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| 
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|     fn evaluator_id(&self) -> EvaluatorId {
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|         EvaluatorId::Type(TypeId::of::<Self>())
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|     }
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| 
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|     fn get_mut<'a>(
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|         &self,
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|         entity: &'a mut AnimationEntityMut,
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|     ) -> Result<&'a mut Self::Property, AnimationEvaluationError> {
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|         let text_color = entity
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|             .get_mut::<TextColor>()
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|             .ok_or(AnimationEvaluationError::ComponentNotPresent(TypeId::of::<
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|                 TextColor,
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|             >(
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|             )))?
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|             .into_inner();
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|         match text_color.0 {
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|             Color::Srgba(ref mut color) => Ok(color),
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|             _ => Err(AnimationEvaluationError::PropertyNotPresent(TypeId::of::<
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|                 Srgba,
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|             >(
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|             ))),
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|         }
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|     }
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| }
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