Files
Yuriko♪ 637eeec352 feat(animation): implement Animatable for Rot2 (#23621)
## Objective

This PR adds animation support for 2D rotations by implementing the
`Animatable` trait for `Rot2`. This enables developers to smoothly
animate 2D entities and UI elements.

*(Note: This is a clean, cherry-picked recreation of #23618 targeting
the `main` branch, as suggested by @alice-i-cecile .)*

## Solution

To ensure mathematical correctness and consistency with existing Bevy
math types (like `Quat`), this implementation includes:

- **Shortest-path interpolation:** Uses spherical linear interpolation
(`slerp`) so that rotations naturally take the shortest route (e.g.,
passing through 0° rather than 180° when moving from 89° to -89°).
- **Standardized blending:** Implements precise cumulative and additive
blending logic that perfectly mirrors the behavior of `Quat`.
- **Comprehensive Unit Tests:** Added tests specifically to verify:
  - Shortest path interpolation.
  - Absolute blending with equal weights.
  - Cumulative multi-way blending.
  - Additive blending.
- **Example Update:** Updated the `animated_ui` example to showcase the
new `Rot2` animation capabilities.

## Testing
- [x] All new unit tests pass (`cargo test -p bevy_animation --lib
animatable`).
- [x] Ran `cargo fmt` and `cargo clippy`.
- [x] Tested the `animated_ui` example locally to ensure the 2D rotation
curve behaves as expected.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-05-03 23:56:16 +00:00

210 lines
7.1 KiB
Rust

//! Shows how to use animation clips to animate UI properties.
use bevy::{
animation::{
animated_field, AnimatedBy, AnimationEntityMut, AnimationEvaluationError, AnimationTargetId,
},
prelude::*,
};
use core::any::TypeId;
use core::f32::consts::TAU;
// Holds information about the animation we programmatically create.
struct AnimationInfo {
// The name of the animation target (in this case, the text).
target_name: Name,
// The ID of the animation target, derived from the name.
target_id: AnimationTargetId,
// The animation graph asset.
graph: Handle<AnimationGraph>,
// The index of the node within that graph.
node_index: AnimationNodeIndex,
}
// The entry point.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Note that we don't need any systems other than the setup system,
// because Bevy automatically updates animations every frame.
.add_systems(Startup, setup)
.run();
}
impl AnimationInfo {
// Programmatically creates the UI animation.
fn create(
animation_graphs: &mut Assets<AnimationGraph>,
animation_clips: &mut Assets<AnimationClip>,
) -> AnimationInfo {
// Create an ID that identifies the text node we're going to animate.
let animation_target_name = Name::new("Text");
let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
// Allocate an animation clip.
let mut animation_clip = AnimationClip::default();
// Create a curve that animates `UiTransform::scale`.
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(UiTransform::scale),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([0.3, 1.0, 0.3, 1.0, 0.3, 1.0, 0.3].map(Vec2::splat)),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
// Create a curve that animates font color. Note that this should have
// the same time duration as the previous curve.
//
// This time we use a "custom property", which in this case animates TextColor under the assumption
// that it is in the "srgba" format.
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
TextColorProperty,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
Srgba::RED,
Srgba::GREEN,
Srgba::BLUE,
Srgba::RED,
]))
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
// Create a curve that animates `UiTransform::rotation`.
//
// This animates the 2D rotation of the UI element using `Rot2`.
// Like other `Animatable` types, it uses shortest-path interpolation (slerp)
// to ensure smooth movement between keyframes.
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(UiTransform::rotation),
AnimatableKeyframeCurve::new(
[0.0, 1.0, 2.0, 3.0]
.into_iter()
.zip([0., TAU / 3., TAU / 1.5, TAU].map(Rot2::radians)),
)
.expect("should be able to build rotation curve because we pass in valid samples"),
),
);
// Save our animation clip as an asset.
let animation_clip_handle = animation_clips.add(animation_clip);
// Create an animation graph with that clip.
let (animation_graph, animation_node_index) =
AnimationGraph::from_clip(animation_clip_handle);
let animation_graph_handle = animation_graphs.add(animation_graph);
AnimationInfo {
target_name: animation_target_name,
target_id: animation_target_id,
graph: animation_graph_handle,
node_index: animation_node_index,
}
}
}
// Creates all the entities in the scene.
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
mut animation_clips: ResMut<Assets<AnimationClip>>,
) {
// Create the animation.
let AnimationInfo {
target_name: animation_target_name,
target_id: animation_target_id,
graph: animation_graph,
node_index: animation_node_index,
} = AnimationInfo::create(animation_graphs.as_mut(), animation_clips.as_mut());
// Build an animation player that automatically plays the UI animation.
let mut animation_player = AnimationPlayer::default();
animation_player.play(animation_node_index).repeat();
// Add a camera.
commands.spawn(Camera2d);
// Build the UI. We have a parent node that covers the whole screen and
// contains the `AnimationPlayer`, as well as a child node that contains the
// text to be animated.
let mut entity = commands.spawn((
// Cover the whole screen, and center contents.
Node {
position_type: PositionType::Absolute,
top: px(0),
left: px(0),
right: px(0),
bottom: px(0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
animation_player,
AnimationGraphHandle(animation_graph),
));
let player = entity.id();
entity.with_child((
Text::new("Bevy"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf").into(),
font_size: FontSize::Px(80.),
..default()
},
TextColor(Color::Srgba(Srgba::RED)),
TextLayout::justify(Justify::Center),
animation_target_id,
AnimatedBy(player),
animation_target_name,
));
}
// A type that represents the color of the first text section.
//
// We implement `AnimatableProperty` on this to define custom property accessor logic
#[derive(Clone)]
struct TextColorProperty;
impl AnimatableProperty for TextColorProperty {
type Property = Srgba;
fn evaluator_id(&self) -> EvaluatorId<'_> {
EvaluatorId::Type(TypeId::of::<Self>())
}
fn get_mut<'a>(
&self,
entity: &'a mut AnimationEntityMut,
) -> Result<&'a mut Self::Property, AnimationEvaluationError> {
let text_color = entity
.get_mut::<TextColor>()
.ok_or(AnimationEvaluationError::ComponentNotPresent(TypeId::of::<
TextColor,
>(
)))?
.into_inner();
match text_color.0 {
Color::Srgba(ref mut color) => Ok(color),
_ => Err(AnimationEvaluationError::PropertyNotPresent(TypeId::of::<
Srgba,
>(
))),
}
}
}