 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# 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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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::animation::{AnimationTarget, AnimationTargetId};
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| use bevy::prelude::*;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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