
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
170 lines
6.2 KiB
Rust
170 lines
6.2 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::animation::{AnimationTarget, AnimationTargetId};
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use bevy::prelude::*;
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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: LegacyColor::WHITE,
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brightness: 150.0,
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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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) {
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// Camera
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commands.spawn(Camera3dBundle {
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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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// 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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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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interpolation: Interpolation::Linear,
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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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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::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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interpolation: Interpolation::Linear,
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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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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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interpolation: Interpolation::Linear,
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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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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::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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interpolation: Interpolation::Linear,
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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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// 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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PbrBundle {
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mesh: meshes.add(Sphere::default()),
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material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
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..default()
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},
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// Add the animation player
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planet,
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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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SpatialBundle::INHERITED_IDENTITY,
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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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PbrBundle {
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transform: Transform::from_xyz(1.5, 0.0, 0.0),
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mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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material: materials.add(LegacyColor::rgb(0.3, 0.9, 0.3)),
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..default()
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},
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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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