bevy/examples/3d/parenting.rs

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use bevy::prelude::*;
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/// This example illustrates how to create parent->child relationships between entities how parent transforms
/// are propagated to their descendants
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_default_plugins()
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.add_startup_system(setup.system())
.add_system(rotator_system.system())
.run();
}
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/// this component indicates what entities should rotate
struct Rotator;
/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Rotation)>) {
for (_rotator, mut rotation) in &mut query.iter() {
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(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
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commands
// parent cube
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.spawn(PbrComponents {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
.with(Rotator)
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.with_children(|parent| {
// child cube
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parent.spawn(PbrComponents {
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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.spawn(LightComponents {
translation: Translation::new(4.0, 5.0, -4.0),
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(5.0, 10.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}