mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
13da481bea
# Objective Add methods to `Query<&Children>` and `Query<&Parent>` to iterate over descendants and ancestors, respectively. ## Changelog * Added extension trait for `Query` in `bevy_hierarchy`, `HierarchyQueryExt` * Added method `iter_descendants` to `Query<&Children>` via `HierarchyQueryExt` for iterating over the descendants of an entity. * Added method `iter_ancestors` to `Query<&Parent>` via `HierarchyQueryExt` for iterating over the ancestors of an entity. Co-authored-by: devil-ira <justthecooldude@gmail.com>
65 lines
2 KiB
Rust
65 lines
2 KiB
Rust
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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//! or by accessing the entities of the scene.
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use bevy::prelude::*;
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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(move_scene_entities)
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.run();
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}
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#[derive(Component)]
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struct MovedScene;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(1.05, 0.9, 1.5)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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});
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// Spawn the scene as a child of this entity at the given transform
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commands.spawn(SceneBundle {
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transform: Transform::from_xyz(0.0, 0.0, -1.0),
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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// Spawn a second scene, and add a tag component to be able to target it later
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commands.spawn((
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SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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},
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MovedScene,
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));
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}
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// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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fn move_scene_entities(
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time: Res<Time>,
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moved_scene: Query<Entity, With<MovedScene>>,
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children: Query<&Children>,
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mut transforms: Query<&mut Transform>,
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) {
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for moved_scene_entity in &moved_scene {
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let mut offset = 0.;
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for entity in children.iter_descendants(moved_scene_entity) {
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if let Ok(mut transform) = transforms.get_mut(entity) {
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transform.translation = Vec3::new(
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offset * time.elapsed_seconds().sin() / 20.,
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0.,
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time.elapsed_seconds().cos() / 20.,
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);
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offset += 1.0;
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}
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}
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}
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}
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