use bevy::prelude::*; use std::f32::consts::PI; const FULL_TURN: f32 = 2.0 * PI; // Define a component to designate a rotation speed to an entity. #[derive(Component)] struct Rotatable { speed: f32, } fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(rotate_cube) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Spawn a cube to rotate. commands .spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::WHITE.into()), transform: Transform::from_translation(Vec3::ZERO), ..Default::default() }) .insert(Rotatable { speed: 0.3 }); // Spawn a camera looking at the entities to show what's happening in this example. commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); // Add a light source for better 3d visibility. commands.spawn_bundle(PointLightBundle { transform: Transform::from_translation(Vec3::ONE * 3.0), ..Default::default() }); } // This system will rotate any entity in the scene with an assigned Rotatable around its z-axis. fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res