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# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
58 lines
1.8 KiB
Rust
58 lines
1.8 KiB
Rust
//! Illustrates how to rotate an object around an axis.
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use bevy::prelude::*;
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use std::f32::consts::TAU;
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// Define a component to designate a rotation speed to an entity.
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#[derive(Component)]
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struct Rotatable {
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speed: f32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_cube)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Spawn a cube to rotate.
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(LegacyColor::WHITE),
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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Rotatable { speed: 0.3 },
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));
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// Spawn a camera looking at the entities to show what's happening in this example.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Add a light source so we can see clearly.
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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// This system will rotate any entity in the scene with a Rotatable component around its y-axis.
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fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
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for (mut transform, cube) in &mut cubes {
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// The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
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// and then multiplied by delta_seconds which is the time that passed last frame.
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// In other words. Speed is equal to the amount of rotations per second.
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transform.rotate_y(cube.speed * TAU * timer.delta_seconds());
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}
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}
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