bevy/examples/parenting.rs

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use bevy::prelude::*;
struct Rotator;
fn main() {
App::build()
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.add_defaults()
.setup(setup)
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.add_system(build_rotator_system())
.run();
}
// rotates the parent, which will result in the child also rotating
fn build_rotator_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Rotator")
.read_resource::<Time>()
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.with_query(<(Write<Rotator>, Write<Rotation>)>::query())
.build(move |_, world, time, rotator_query| {
for (_rotator, mut rotation) in rotator_query.iter_mut(world) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
})
}
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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::load(MeshType::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| {
// 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()
})
})
// 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()
})
.build();
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}