bevy/examples/animation/animated_transform.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# 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>
2024-02-24 21:35:32 +00:00

170 lines
6.2 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};
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
color: LegacyColor::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>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// 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,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Translation(vec![
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),
]),
interpolation: Interpolation::Linear,
},
);
// 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,
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,
},
);
// 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,
VariableCurve {
keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
keyframes: Keyframes::Scale(vec![
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),
]),
interpolation: Interpolation::Linear,
},
);
// 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(),
),
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,
},
);
// Create the animation player, and set it to repeat
let mut player = AnimationPlayer::default();
player.play(animations.add(animation)).repeat();
// Create the scene that will be animated
// First entity is the planet
let planet_entity = commands
.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
..default()
},
// Add the animation player
planet,
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((
PbrBundle {
transform: Transform::from_xyz(1.5, 0.0, 0.0),
mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
material: materials.add(LegacyColor::rgb(0.3, 0.9, 0.3)),
..default()
},
AnimationTarget {
id: satellite_animation_target_id,
player: planet_entity,
},
satellite,
));
});
});
}