🍃 Bevy Tweening
Tweening animation plugin for the Bevy game engine.
Features
- Animate any field of any component or asset, including custom ones.
- Run multiple tweens (animations) per component/asset in parallel.
- Chain multiple tweens (animations) one after the other for complex animations.
- Raise a Bevy event or invoke a one-shot system when an animation completed.
Usage
Dependency
Add to Cargo.toml
:
[]
= "0.14"
This crate supports the following features:
Feature | Default | Description |
---|---|---|
bevy_sprite |
Yes | Includes built-in lenses for some Sprite -related components. |
bevy_ui |
Yes | Includes built-in lenses for some UI-related components. |
bevy_text |
Yes | Includes built-in lenses for some Text -related components. |
System setup
Add the TweeningPlugin
to your app:
.add_plugins
.add_plugins
.run;
default
This provides enough setup for using 🍃 Bevy Tweening and animating any Bevy built-in or custom component or asset. Animations update as part of the Update
schedule of Bevy.
Animate a component
Animate the transform position of an entity by creating a Tween
animation for the transform, and enqueuing the animation with the tween()
command extension:
// Create a single animation (tween) to move an entity back and forth.
let tween = new
// Repeat twice (once per direction)
.with_repeat_count
// After each cycle, reverse direction (ping-pong)
.with_repeat_strategy;
commands
// Spawn an entity to animate the position of.
.spawn
// Queue the tweenable animation
.tween;
This example shows the general pattern to add animations for any component or asset. Since moving the position of an object is a very common task, 🍃 Bevy Tweening provides a shortcut for it. The above example can be rewritten more concicely as:
commands
// Spawn an entity to animate the position of.
.spawn
// Create-and-queue a new Transform::translation animation
.move_to;
Chaining animations
Bevy Tweening supports several types of tweenables, building blocks that can be combined to form complex animations. A tweenable is a type implementing the Tweenable<T>
trait.
Tween
- A simple tween (easing) animation between two values.Sequence
- A series of tweenables executing in series, one after the other.Delay
- A time delay.
Most tweenables can be chained with the then()
operator:
// Produce a sequence executing 'tween1' then 'tween2'
let tween1 = Tween
let tween2 = Tween
let seq = tween1.then;
To execute multiple animations in parallel, simply enqueue each animation independently. This require careful selection of timings.
Note that some tweenable animations can be of infinite duration; this is the
case for example when using RepeatCount::Infinite
. If you add such an
infinite animation in a sequence, and append more tweenable after it, those
tweenable will never play because playback will be stuck forever repeating
the first animation. You're responsible for creating sequences that make
sense. In general, only use infinite tweenable animations alone or as the
last element of a sequence.
Built-in Lenses
A small number of predefined lenses are available for the most common use cases, which also serve as examples. Users are encouraged to write their own lens to tailor the animation to their use case.
The naming scheme for predefined lenses is "<TargetName><FieldName>Lens"
, where <TargetName>
is the name of the target Bevy component or asset type which is queried by the internal animation system to be modified, and <FieldName>
is the field which is mutated in place by the lens. All predefined lenses modify a single field. Custom lenses can be written which modify multiple fields at once.
Target | Animated Field | Lens | Feature |
---|---|---|---|
Transform |
translation |
TransformPositionLens |
(builtin) |
rotation (Quat )¹ |
TransformRotationLens |
(builtin) | |
rotation (angle)² |
TransformRotateXLens |
(builtin) | |
rotation (angle)² |
TransformRotateYLens |
(builtin) | |
rotation (angle)² |
TransformRotateZLens |
(builtin) | |
rotation (angle)² |
TransformRotateAxisLens |
(builtin) | |
scale |
TransformScaleLens |
(builtin) | |
Sprite |
color |
SpriteColorLens |
bevy_sprite |
Node |
position |
UiPositionLens |
bevy_ui |
BackgroundColor |
UiBackgroundColorLens |
bevy_ui |
|
TextColor |
TextColorLens |
bevy_text |
|
ColorMaterial |
color |
ColorMaterialColorLens |
bevy_sprite |
There are two ways to interpolate rotations. See the comparison of rotation lenses for details:
- ¹ Shortest-path interpolation between two rotations, using
Quat::slerp()
. - ² Angle-based interpolation, valid for rotations over ½ turn.
Custom lens
A custom lens allows animating any field or group of fields of a Bevy component or asset. A custom lens is a type implementing the Lens
trait, which is generic over the type of component or asset.
Note that the lens always linearly interpolates the field(s) of the component or asset. The type of easing applied modifies the rate at which the ratio
parameter evolves, and is applied before the lerp()
function is invoked.
The basic formula for lerp (linear interpolation) is either of:
start + (end - start) * scalar
start * (1.0 - scalar) + end * scalar
The two formulations are mathematically equivalent, but one may be more suited than the other depending on the type interpolated and the operations available, and the potential floating-point precision errors. Some types like Vec3
also provide a lerp()
function
which can be used directly.
Custom component support
Custom components are animated via a lens like the ones described in Bevy Components.
;
Unlike previous versions of 🍃 Bevy Tweening, there's no other setup to animate custom components or assets.
Examples
See the examples/
folder.
menu
cargo run --example menu --features="bevy/bevy_winit"
sprite_color
cargo run --example sprite_color --features="bevy/bevy_winit"
transform_rotation
cargo run --example transform_rotation --features="bevy/bevy_winit"
transform_translation
cargo run --example transform_translation --features="bevy/bevy_winit"
colormaterial_color
cargo run --example colormaterial_color --features="bevy/bevy_winit"
ui_position
cargo run --example ui_position --features="bevy/bevy_winit"
sequence
cargo run --example sequence --features="bevy/bevy_winit"
Compatible Bevy versions
The main
branch is compatible with the latest Bevy release.
Compatibility of bevy_tweening
versions:
bevy_tweening |
bevy |
---|---|
0.14 |
0.17 |
0.13 |
0.16 |
0.12 |
0.15 |
0.11 |
0.14 |
0.10 |
0.13 |
0.9 |
0.12 |
0.8 |
0.11 |
0.7 |
0.10 |
0.6 |
0.9 |
0.5 |
0.8 |
0.4 |
0.7 |
0.2 -0.3 |
0.6 |
0.1 |
0.5 |
Due to the fast-moving nature of Bevy and frequent breaking changes, and the limited resources to maintan 🍃 Bevy Tweening, the main
(unreleased) Bevy branch is not supported. However the bevy_tweening
crate is upgraded shortly after each new bevy
release to support the newly released version.
License
🍃 Bevy Tweening is dual-licensed under either:
- MIT License (
LICENSE-MIT
or http://opensource.org/licenses/MIT) - Apache License, Version 2.0 (
LICENSE-APACHE2
or http://www.apache.org/licenses/LICENSE-2.0)
at your option.
SPDX-License-Identifier: MIT OR Apache-2.0
Comparison with bevy_easings
The bevy_tweening
library started as a fork of the bevy_easings
library by François Mocker, with the goals to:
- explore an alternative design based on lenses instead of generic types for each easer/animator. This reduces both the number of generic types needed, and hopefully the code size, as well as the number of systems needed to perform the interpolation.
- improve the interpolation of assets to avoid creating many copies like
bevy_easings
does, and instead mutate the assets (and, by similarity, the components too) in-place without making a copy. The in-place mutation also allows a more optimal interpolation limited to modifying the fields of interest only, instead of creating a new copy of the entire component each tick.