151 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
		
			5.3 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::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: Color::WHITE,
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            brightness: 1.0,
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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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    // The animation API uses the `Name` component to target entities
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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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    animation.add_curve_to_path(
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        EntityPath {
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            parts: vec![planet.clone()],
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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::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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        },
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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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    animation.add_curve_to_path(
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        EntityPath {
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            parts: vec![planet.clone(), orbit_controller.clone()],
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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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        },
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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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    animation.add_curve_to_path(
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        EntityPath {
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            parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
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        },
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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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        },
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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_path(
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        EntityPath {
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            parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
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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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        },
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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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    commands
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        .spawn((
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            PbrBundle {
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                mesh: meshes.add(Mesh::try_from(shape::Icosphere::default()).unwrap()),
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                material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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                ..default()
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            },
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            // Add the Name component, and the animation player
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            planet,
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            player,
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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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                // Add the Name component
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                orbit_controller,
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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(Mesh::from(shape::Cube { size: 0.5 })),
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                        material: materials.add(Color::rgb(0.3, 0.9, 0.3).into()),
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                        ..default()
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                    },
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                    // Add the Name component
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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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