bevy/examples/3d/parenting.rs

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use bevy::prelude::*;
struct Rotator;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup)
.add_system(rotator_system.system())
.run();
}
/// rotates the parent, which will result in the child also rotating
fn rotator_system(time: Resource<Time>, _rotator: RefMut<Rotator>, mut rotation: RefMut<Rotation>) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
/// set up a simple scene with a "parent" cube and a "child" cube
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fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut material_storage = resources
.get_mut::<AssetStorage<StandardMaterial>>()
.unwrap();
let cube_handle = mesh_storage.add(Mesh::from(shape::Cube));
let cube_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
world
.build()
// parent cube
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.add_entity(MeshEntity {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
.add(Rotator)
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.add_children(|builder| {
// child cube
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builder.add_entity(MeshEntity {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 3.0),
..Default::default()
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});
})
// light
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.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// camera
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.add_entity(CameraEntity {
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(5.0, 10.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
)),
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..Default::default()
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});
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}