pub struct AnimationPlayer { /* private fields */ }Expand description
Animation controls.
Automatically added to any root animations of a scene when it is spawned.
Implementations§
Source§impl AnimationPlayer
impl AnimationPlayer
Sourcepub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
pub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
Start playing an animation, restarting it if necessary.
Sourcepub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
pub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation
Start playing an animation, unless the requested animation is already playing.
Examples found in repository?
22fn setup(
23 mut commands: Commands,
24 mut meshes: ResMut<Assets<Mesh>>,
25 mut materials: ResMut<Assets<StandardMaterial>>,
26 mut animations: ResMut<Assets<AnimationClip>>,
27 mut graphs: ResMut<Assets<AnimationGraph>>,
28) {
29 // Camera
30 commands.spawn((
31 Camera3d::default(),
32 Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
33 ));
34
35 // Light
36 commands.spawn((
37 PointLight {
38 intensity: 500_000.0,
39 ..default()
40 },
41 Transform::from_xyz(0.0, 2.5, 0.0),
42 ));
43
44 // Let's use the `Name` component to target entities. We can use anything we
45 // like, but names are convenient.
46 let planet = Name::new("planet");
47 let orbit_controller = Name::new("orbit_controller");
48 let satellite = Name::new("satellite");
49
50 // Creating the animation
51 let mut animation = AnimationClip::default();
52 // A curve can modify a single part of a transform: here, the translation.
53 let planet_animation_target_id = AnimationTargetId::from_name(&planet);
54 animation.add_curve_to_target(
55 planet_animation_target_id,
56 AnimatableCurve::new(
57 animated_field!(Transform::translation),
58 UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
59 Vec3::new(1.0, 0.0, 1.0),
60 Vec3::new(-1.0, 0.0, 1.0),
61 Vec3::new(-1.0, 0.0, -1.0),
62 Vec3::new(1.0, 0.0, -1.0),
63 // in case seamless looping is wanted, the last keyframe should
64 // be the same as the first one
65 Vec3::new(1.0, 0.0, 1.0),
66 ]))
67 .expect("should be able to build translation curve because we pass in valid samples"),
68 ),
69 );
70 // Or it can modify the rotation of the transform.
71 // To find the entity to modify, the hierarchy will be traversed looking for
72 // an entity with the right name at each level.
73 let orbit_controller_animation_target_id =
74 AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
75 animation.add_curve_to_target(
76 orbit_controller_animation_target_id,
77 AnimatableCurve::new(
78 animated_field!(Transform::rotation),
79 UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
80 Quat::IDENTITY,
81 Quat::from_axis_angle(Vec3::Y, PI / 2.),
82 Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
83 Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
84 Quat::IDENTITY,
85 ]))
86 .expect("Failed to build rotation curve"),
87 ),
88 );
89 // If a curve in an animation is shorter than the other, it will not repeat
90 // until all other curves are finished. In that case, another animation should
91 // be created for each part that would have a different duration / period.
92 let satellite_animation_target_id = AnimationTargetId::from_names(
93 [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
94 );
95 animation.add_curve_to_target(
96 satellite_animation_target_id,
97 AnimatableCurve::new(
98 animated_field!(Transform::scale),
99 UnevenSampleAutoCurve::new(
100 [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
101 .into_iter()
102 .zip([
103 Vec3::splat(0.8),
104 Vec3::splat(1.2),
105 Vec3::splat(0.8),
106 Vec3::splat(1.2),
107 Vec3::splat(0.8),
108 Vec3::splat(1.2),
109 Vec3::splat(0.8),
110 Vec3::splat(1.2),
111 Vec3::splat(0.8),
112 ]),
113 )
114 .expect("Failed to build scale curve"),
115 ),
116 );
117 // There can be more than one curve targeting the same entity path.
118 animation.add_curve_to_target(
119 AnimationTargetId::from_names(
120 [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
121 ),
122 AnimatableCurve::new(
123 animated_field!(Transform::rotation),
124 UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
125 Quat::IDENTITY,
126 Quat::from_axis_angle(Vec3::Y, PI / 2.),
127 Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
128 Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
129 Quat::IDENTITY,
130 ]))
131 .expect("should be able to build translation curve because we pass in valid samples"),
132 ),
133 );
134
135 // Create the animation graph
136 let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
137
138 // Create the animation player, and set it to repeat
139 let mut player = AnimationPlayer::default();
140 player.play(animation_index).repeat();
141
142 // Create the scene that will be animated
143 // First entity is the planet
144 let planet_entity = commands
145 .spawn((
146 Mesh3d(meshes.add(Sphere::default())),
147 MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
148 // Add the animation graph and player
149 planet,
150 AnimationGraphHandle(graphs.add(graph)),
151 player,
152 ))
153 .id();
154 commands.entity(planet_entity).insert((
155 planet_animation_target_id,
156 AnimatedBy(planet_entity),
157 children![(
158 Transform::default(),
159 Visibility::default(),
160 orbit_controller,
161 orbit_controller_animation_target_id,
162 AnimatedBy(planet_entity),
163 children![(
164 Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
165 MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
166 Transform::from_xyz(1.5, 0.0, 0.0),
167 satellite_animation_target_id,
168 AnimatedBy(planet_entity),
169 satellite,
170 )],
171 )],
172 ));
173}Sourcepub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer
pub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer
Stops playing the given animation, removing it from the list of playing animations.
Sourcepub fn stop_all(&mut self) -> &mut AnimationPlayer
pub fn stop_all(&mut self) -> &mut AnimationPlayer
Stops all currently-playing animations.
Sourcepub fn playing_animations(
&self,
) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>
pub fn playing_animations( &self, ) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing.
Sourcepub fn playing_animations_mut(
&mut self,
) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>
pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>
Iterates through all animations that this AnimationPlayer is
currently playing, mutably.
Sourcepub fn is_playing_animation(&self, animation: NodeIndex) -> bool
pub fn is_playing_animation(&self, animation: NodeIndex) -> bool
Returns true if the animation is currently playing or paused, or false if the animation is stopped.
Sourcepub fn all_finished(&self) -> bool
pub fn all_finished(&self) -> bool
Check if all playing animations have finished, according to the repetition behavior.
Sourcepub fn all_paused(&self) -> bool
pub fn all_paused(&self) -> bool
Check if all playing animations are paused.
Sourcepub fn pause_all(&mut self) -> &mut AnimationPlayer
pub fn pause_all(&mut self) -> &mut AnimationPlayer
Pause all playing animations.
Sourcepub fn resume_all(&mut self) -> &mut AnimationPlayer
pub fn resume_all(&mut self) -> &mut AnimationPlayer
Resume all active animations.
Sourcepub fn rewind_all(&mut self) -> &mut AnimationPlayer
pub fn rewind_all(&mut self) -> &mut AnimationPlayer
Rewinds all active animations.
Sourcepub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer
pub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer
Multiplies the speed of all active animations by the given factor.
Sourcepub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer
pub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer
Seeks all active animations forward or backward by the same amount.
To seek forward, pass a positive value; to seek negative, pass a negative value. Values below 0.0 or beyond the end of the animation clip are clamped appropriately.
Sourcepub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>
pub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>
Returns the ActiveAnimation associated with the given animation
node if it’s currently playing.
If the animation isn’t currently active, returns None.
Sourcepub fn animation_mut(
&mut self,
animation: NodeIndex,
) -> Option<&mut ActiveAnimation>
pub fn animation_mut( &mut self, animation: NodeIndex, ) -> Option<&mut ActiveAnimation>
Returns a mutable reference to the ActiveAnimation associated with
the given animation node if it’s currently active.
If the animation isn’t currently active, returns None.
Trait Implementations§
Source§impl Clone for AnimationPlayer
impl Clone for AnimationPlayer
Source§fn clone(&self) -> AnimationPlayer
fn clone(&self) -> AnimationPlayer
Source§fn clone_from(&mut self, source: &AnimationPlayer)
fn clone_from(&mut self, source: &AnimationPlayer)
source. Read moreSource§impl Component for AnimationPlayer
impl Component for AnimationPlayer
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationPlayer>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<AnimationPlayer>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for AnimationPlayer
impl Default for AnimationPlayer
Source§fn default() -> AnimationPlayer
fn default() -> AnimationPlayer
Source§impl FromArg for AnimationPlayer
impl FromArg for AnimationPlayer
Source§impl FromReflect for AnimationPlayer
impl FromReflect for AnimationPlayer
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<AnimationPlayer>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationPlayer>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for AnimationPlayer
impl GetOwnership for AnimationPlayer
Source§impl GetTypeRegistration for AnimationPlayer
impl GetTypeRegistration for AnimationPlayer
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for AnimationPlayer
impl IntoReturn for AnimationPlayer
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationPlayer: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationPlayer: 'into_return,
Source§impl PartialReflect for AnimationPlayer
impl PartialReflect for AnimationPlayer
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<AnimationPlayer>) -> ReflectOwned
fn reflect_owned(self: Box<AnimationPlayer>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<AnimationPlayer>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<AnimationPlayer>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<AnimationPlayer>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<AnimationPlayer>) -> Box<dyn PartialReflect>
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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fn is_dynamic(&self) -> bool
Source§impl Reflect for AnimationPlayer
impl Reflect for AnimationPlayer
Source§fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
fn into_any(self: Box<AnimationPlayer>) -> Box<dyn Any>
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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fn into_reflect(self: Box<AnimationPlayer>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for AnimationPlayer
impl Struct for AnimationPlayer
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None if TypeInfo is not available.Source§impl TypePath for AnimationPlayer
impl TypePath for AnimationPlayer
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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Auto Trait Implementations§
impl Freeze for AnimationPlayer
impl RefUnwindSafe for AnimationPlayer
impl Send for AnimationPlayer
impl Sync for AnimationPlayer
impl Unpin for AnimationPlayer
impl UnsafeUnpin for AnimationPlayer
impl UnwindSafe for AnimationPlayer
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