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# Add Transform Examples - Adding examples for moving/rotating entities (with its own section) to resolve #2400 I've stumbled upon this project and been fiddling around a little. Saw the issue and thought I might just add some examples for the proposed transformations. Mind to check if I got the gist correctly and suggest anything I can improve?
57 lines
1.8 KiB
Rust
57 lines
1.8 KiB
Rust
use bevy::prelude::*;
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use std::f32::consts::PI;
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const FULL_TURN: f32 = 2.0 * PI;
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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_startup_system(setup)
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.add_system(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
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::WHITE.into()),
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transform: Transform::from_translation(Vec3::ZERO),
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..Default::default()
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})
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.insert(Rotatable { speed: 0.3 });
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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_bundle(PerspectiveCameraBundle {
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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::default()
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});
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// Add a light source for better 3d visibility.
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::ONE * 3.0),
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..Default::default()
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});
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}
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// This system will rotate any entity in the scene with an assigned Rotatable around its z-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 cubes.iter_mut() {
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// The speed is taken as a percentage of a full 360 degree turn.
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// The timers delta_seconds is used to smooth out the movement.
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let rotation_change = Quat::from_rotation_y(FULL_TURN * cube.speed * timer.delta_seconds());
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transform.rotate(rotation_change);
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}
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}
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