mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
156 lines
5.4 KiB
Rust
156 lines
5.4 KiB
Rust
// extern crate legion;
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// extern crate legion_transform;
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// use legion::prelude::*;
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// use legion_transform::prelude::*;
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fn main() {}
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// #[allow(unused)]
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// fn tldr_sample() {
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// // Create a normal Legion World
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// let mut world = Universe::default().create_world();
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// // Create a system bundle (vec of systems) for LegionTransform
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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// let parent_entity = *world
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// .insert(
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// (),
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// vec![(
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// // Always needed for an Entity that has any space transform
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// LocalToWorld::identity(),
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// // The only mutable space transform a parent has is a translation.
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// Translation::new(100.0, 0.0, 0.0),
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// )],
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// )
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// .first()
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// .unwrap();
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// world.insert(
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// (),
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// vec![
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// (
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// // Again, always need a `LocalToWorld` component for the Entity to have a custom
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// // space transform.
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// LocalToWorld::identity(),
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// // Here we define a Translation, Rotation and uniform Scale.
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// Scale(2.0),
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// // Add a Parent and LocalToParent component to attach a child to a parent.
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// Parent(parent_entity),
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// LocalToParent::identity(),
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// );
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// 4
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// ],
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// );
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// }
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// fn main() {
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// // Create a normal Legion World
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// let mut world = Universe::default().create_world();
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// // Create a system bundle (vec of systems) for LegionTransform
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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// // See `./types_of_transforms.rs` for an explanation of space-transform types.
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// let parent_entity = *world
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// .insert(
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// (),
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// vec![(LocalToWorld::identity(), Translation::new(100.0, 0.0, 0.0))],
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// )
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// .first()
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// .unwrap();
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// let four_children: Vec<_> = world
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// .insert(
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// (),
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// vec![
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// (
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// LocalToWorld::identity(),
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// Scale(2.0),
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// // Add a Parent and LocalToParent component to attach a child to a parent.
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// Parent(parent_entity),
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// LocalToParent::identity(),
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// );
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// 4
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// ],
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// )
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// .iter()
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// .cloned()
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// .collect();
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// // At this point the parent does NOT have a `Children` component attached to it. The `Children`
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// // component is updated by the transform system bundle and thus can be out of date (or
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// // non-existent for newly added members). By this logic, the `Parent` components should be
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// // considered the always-correct 'source of truth' for any hierarchy.
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// for system in transform_system_bundle.iter() {
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// system.run(&mut world);
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// system.command_buffer_mut().write(&mut world);
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// }
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// // At this point all parents with children have a correct `Children` component.
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// let parents_children = world
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// .get_component::<Children>(parent_entity)
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// .unwrap()
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// .0
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// .clone();
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// println!("Parent {}", parent_entity);
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// for child in parents_children.iter() {
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// println!(" -> Has child: {}", child);
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// }
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// // Each child will also have a `LocalToParent` component attached to it, which is a
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// // space-transform from its local space to that of its parent.
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// for child in four_children.iter() {
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// println!("The child {}", child);
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// println!(
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// " -> Has a LocalToParent matrix: {}",
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// *world.get_component::<LocalToParent>(*child).unwrap()
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// );
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// println!(
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// " -> Has a LocalToWorld matrix: {}",
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// *world.get_component::<LocalToWorld>(*child).unwrap()
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// );
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// }
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// // Re-parent the second child to be a grandchild of the first.
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// world.add_component(four_children[1], Parent(four_children[0]));
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// // Re-running the system will cleanup and fix all `Children` components.
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// for system in transform_system_bundle.iter() {
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// system.run(&world);
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// system.command_buffer_mut().write(&mut world);
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// }
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// println!("After the second child was re-parented as a grandchild of the first child...");
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// for child in world
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// .get_component::<Children>(parent_entity)
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// .unwrap()
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// .0
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// .iter()
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// {
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// println!("Parent {} has child: {}", parent_entity, child);
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// }
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// for grandchild in world
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// .get_component::<Children>(four_children[0])
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// .unwrap()
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// .0
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// .iter()
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// {
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// println!("Child {} has grandchild: {}", four_children[0], grandchild);
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// }
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// println!("Grandchild: {}", four_children[1]);
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// println!(
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// " -> Has a LocalToWorld matrix: {}",
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// *world
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// .get_component::<LocalToWorld>(four_children[1])
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// .unwrap()
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// );
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// }
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