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			# Objective This PR extends and reworks the material from #15282 by allowing arbitrary curves to be used by the animation system to animate arbitrary properties. The goals of this work are to: - Allow far greater flexibility in how animations are allowed to be defined in order to be used with `bevy_animation`. - Delegate responsibility over keyframe interpolation to `bevy_math` and the `Curve` libraries and reduce reliance on keyframes in animation definitions generally. - Move away from allowing the glTF spec to completely define animations on a mechanical level. ## Solution ### Overview At a high level, curves have been incorporated into the animation system using the `AnimationCurve` trait (closely related to what was `Keyframes`). From the top down: 1. In `animate_targets`, animations are driven by `VariableCurve`, which is now a thin wrapper around a `Box<dyn AnimationCurve>`. 2. `AnimationCurve` is something built out of a `Curve`, and it tells the animation system how to use the curve's output to actually mutate component properties. The trait looks like this: ```rust /// A low-level trait that provides control over how curves are actually applied to entities /// by the animation system. /// /// Typically, this will not need to be implemented manually, since it is automatically /// implemented by [`AnimatableCurve`] and other curves used by the animation system /// (e.g. those that animate parts of transforms or morph weights). However, this can be /// implemented manually when `AnimatableCurve` is not sufficiently expressive. /// /// In many respects, this behaves like a type-erased form of [`Curve`], where the output /// type of the curve is remembered only in the components that are mutated in the /// implementation of [`apply`]. /// /// [`apply`]: AnimationCurve::apply pub trait AnimationCurve: Reflect + Debug + Send + Sync { /// Returns a boxed clone of this value. fn clone_value(&self) -> Box<dyn AnimationCurve>; /// The range of times for which this animation is defined. fn domain(&self) -> Interval; /// Write the value of sampling this curve at time `t` into `transform` or `entity`, /// as appropriate, interpolating between the existing value and the sampled value /// using the given `weight`. fn apply<'a>( &self, t: f32, transform: Option<Mut<'a, Transform>>, entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>, weight: f32, ) -> Result<(), AnimationEvaluationError>; } ``` 3. The conversion process from a `Curve` to an `AnimationCurve` involves using wrappers which communicate the intent to animate a particular property. For example, here is `TranslationCurve`, which wraps a `Curve<Vec3>` and uses it to animate `Transform::translation`: ```rust /// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates /// the translation component of a transform. pub struct TranslationCurve<C>(pub C); ``` ### Animatable Properties The `AnimatableProperty` trait survives in the transition, and it can be used to allow curves to animate arbitrary component properties. The updated documentation for `AnimatableProperty` explains this process: <details> <summary>Expand AnimatableProperty example</summary An `AnimatableProperty` is a value on a component that Bevy can animate. You can implement this trait on a unit struct in order to support animating custom components other than transforms and morph weights. Use that type in conjunction with `AnimatableCurve` (and perhaps `AnimatableKeyframeCurve` to define the animation itself). For example, in order to animate font size of a text section from 24 pt. to 80 pt., you might use: ```rust #[derive(Reflect)] struct FontSizeProperty; impl AnimatableProperty for FontSizeProperty { type Component = Text; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.sections.get_mut(0)?.style.font_size) } } ``` You can then create an `AnimationClip` to animate this property like so: ```rust let mut animation_clip = AnimationClip::default(); animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new( [ (0.0, 24.0), (1.0, 80.0), ] ) .map(AnimatableCurve::<FontSizeProperty, _>::from_curve) .expect("Failed to create font size curve") ); ``` Here, the use of `AnimatableKeyframeCurve` creates a curve out of the given keyframe time-value pairs, using the `Animatable` implementation of `f32` to interpolate between them. The invocation of `AnimatableCurve::from_curve` with `FontSizeProperty` indicates that the `f32` output from that curve is to be used to animate the font size of a `Text` component (as configured above). </details> ### glTF Loading glTF animations are now loaded into `Curve` types of various kinds, depending on what is being animated and what interpolation mode is being used. Those types get wrapped into and converted into `Box<dyn AnimationCurve>` and shoved inside of a `VariableCurve` just like everybody else. ### Morph Weights There is an `IterableCurve` abstraction which allows sampling these from a contiguous buffer without allocating. Its only reason for existing is that Rust disallows you from naming function types, otherwise we would just use `Curve` with an iterator output type. (The iterator involves `Map`, and the name of the function type would have to be able to be named, but it is not.) A `WeightsCurve` adaptor turns an `IterableCurve` into an `AnimationCurve`, so it behaves like everything else in that regard. ## Testing Tested by running existing animation examples. Interpolation logic has had additional tests added within the `Curve` API to replace the tests in `bevy_animation`. Some kinds of out-of-bounds errors have become impossible. Performance testing on `many_foxes` (`animate_targets`) suggests that performance is very similar to the existing implementation. Here are a couple trace histograms across different runs (yellow is this branch, red is main). <img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM" src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc"> <img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM" src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e"> --- ## Migration Guide Most user code that does not directly deal with `AnimationClip` and `VariableCurve` will not need to be changed. On the other hand, `VariableCurve` has been completely overhauled. If you were previously defining animation curves in code using keyframes, you will need to migrate that code to use curve constructors instead. For example, a rotation animation defined using keyframes and added to an animation clip like this: ```rust animation_clip.add_curve_to_target( animation_target_id, VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ 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, ]), interpolation: Interpolation::Linear, }, ); ``` would now be added like this: ```rust animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::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"), ); ``` Note that the interface of `AnimationClip::add_curve_to_target` has also changed (as this example shows, if subtly), and now takes its curve input as an `impl AnimationCurve`. If you need to add a `VariableCurve` directly, a new method `add_variable_curve_to_target` accommodates that (and serves as a one-to-one migration in this regard). ### For reviewers The diff is pretty big, and the structure of some of the changes might not be super-obvious: - `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is based heavily on `Keyframes`, with the adaptors also largely following suite. - The Curve API adaptor structs were moved from `bevy_math::curve::mod` into their own module `adaptors`. There are no functional changes to how these adaptors work; this is just to make room for the specialized reflection implementations since `mod.rs` was getting kind of cramped. - The new module `gltf_curves` holds the additional curve constructions that are needed by the glTF loader. Note that the loader uses a mix of these and off-the-shelf `bevy_math` curve stuff. - `animatable.rs` no longer holds logic related to keyframe interpolation, which is now delegated to the existing abstractions in `bevy_math::curve::cores`. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
		
			
				
	
	
		
			192 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			6.6 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::{AnimationTarget, AnimationTargetId},
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|     prelude::*,
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| };
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| 
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| // A type that represents the font size of the first text section.
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| //
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| // We implement `AnimatableProperty` on this.
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| #[derive(Reflect)]
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| struct FontSizeProperty;
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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.
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| #[derive(Reflect)]
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| struct TextColorProperty;
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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 AnimatableProperty for FontSizeProperty {
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|     type Component = Text;
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| 
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|     type Property = f32;
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| 
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|     fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
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|         Some(&mut component.sections.get_mut(0)?.style.font_size)
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|     }
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| }
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| 
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| impl AnimatableProperty for TextColorProperty {
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|     type Component = Text;
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| 
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|     type Property = Srgba;
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| 
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|     fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
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|         match component.sections.get_mut(0)?.style.color {
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|             Color::Srgba(ref mut color) => Some(color),
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|             _ => None,
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|         }
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|     }
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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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|         //
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|         // The curve itself is a `Curve<f32>`, and `f32` is `FontSizeProperty::Property`,
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|         // which is required by `AnimatableCurve::from_curve`.
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|         animation_clip.add_curve_to_target(
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|             animation_target_id,
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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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|             .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
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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 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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|         // Similar to the above, the curve itself is a `Curve<Srgba>`, and `Srgba` is
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|         // `TextColorProperty::Property`, which is required by the `from_curve` method.
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|         animation_clip.add_curve_to_target(
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|             animation_target_id,
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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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|             .map(AnimatableCurve::<TextColorProperty, _>::from_curve)
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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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|         // 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(Camera2dBundle::default());
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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(NodeBundle {
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|             // Cover the whole screen, and center contents.
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|             style: Style {
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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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|             ..default()
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|         })
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|         .insert(animation_player)
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|         .insert(animation_graph)
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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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|                     TextBundle::from_section(
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|                         "Bevy",
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|                         TextStyle {
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|                             font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                             font_size: 24.0,
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|                             color: Color::Srgba(Srgba::RED),
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|                         },
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|                     )
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|                     .with_text_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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