bevy/examples/ecs/hierarchy.rs
Carter Anderson b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00

119 lines
4.2 KiB
Rust

use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(rotate)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
let texture = asset_server.load("branding/icon.png");
// Spawn a root entity with no parent
let parent = commands
.spawn_bundle(SpriteBundle {
transform: Transform::from_scale(Vec3::splat(0.75)),
texture: texture.clone(),
..default()
})
// With that entity as a parent, run a lambda that spawns its children
.with_children(|parent| {
// parent is a ChildBuilder, which has a similar API to Commands
parent.spawn_bundle(SpriteBundle {
transform: Transform {
translation: Vec3::new(250.0, 0.0, 0.0),
scale: Vec3::splat(0.75),
..default()
},
texture: texture.clone(),
sprite: Sprite {
color: Color::BLUE,
..default()
},
..default()
});
})
// Store parent entity for next sections
.id();
// Another way to create a hierarchy is to add a Parent component to an entity,
// which would be added automatically to parents with other methods.
// Similarly, adding a Parent component will automatically add a Children component to the
// parent.
commands
.spawn_bundle(SpriteBundle {
transform: Transform {
translation: Vec3::new(-250.0, 0.0, 0.0),
scale: Vec3::splat(0.75),
..default()
},
texture: texture.clone(),
sprite: Sprite {
color: Color::RED,
..default()
},
..default()
})
// Using the entity from the previous section as the parent:
.insert(Parent(parent));
// Another way is to use the push_children function to add children after the parent
// entity has already been spawned.
let child = commands
.spawn_bundle(SpriteBundle {
transform: Transform {
translation: Vec3::new(0.0, 250.0, 0.0),
scale: Vec3::splat(0.75),
..default()
},
texture,
sprite: Sprite {
color: Color::GREEN,
..default()
},
..default()
})
.id();
// Pushing takes a slice of children to add:
commands.entity(parent).push_children(&[child]);
}
// A simple system to rotate the root entity, and rotate all its children separately
fn rotate(
mut commands: Commands,
time: Res<Time>,
mut parents_query: Query<(Entity, &Children), With<Sprite>>,
mut transform_query: Query<&mut Transform, With<Sprite>>,
) {
let angle = std::f32::consts::PI / 2.0;
for (parent, children) in parents_query.iter_mut() {
if let Ok(mut transform) = transform_query.get_mut(parent) {
transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds()));
}
// To iterate through the entities children, just treat the Children component as a Vec
// Alternatively, you could query entities that have a Parent component
for child in children.iter() {
if let Ok(mut transform) = transform_query.get_mut(*child) {
transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds()));
}
}
// To demonstrate removing children, we'll start to remove the children after a couple of
// seconds
if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
let child = children.last().copied().unwrap();
commands.entity(child).despawn_recursive();
}
if time.seconds_since_startup() >= 4.0 {
// This will remove the entity from its parent's list of children, as well as despawn
// any children the entity has.
commands.entity(parent).despawn_recursive();
}
}
}