mirror of
https://github.com/bevyengine/bevy
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68 lines
2.2 KiB
Rust
68 lines
2.2 KiB
Rust
use bevy::prelude::*;
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/// This example illustrates how to create parent->child relationships between entities how parent transforms
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/// are propagated to their descendants
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.add_system(rotator_system.system())
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.run();
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}
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/// this component indicates what entities should rotate
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<(&Rotator, &mut Rotation)>) {
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for (_rotator, mut rotation) in &mut query.iter() {
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rotation.0 *= Quat::from_rotation_x(3.0 * time.delta_seconds);
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}
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}
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/// set up a simple scene with a "parent" cube and a "child" cube
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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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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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commands
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// parent cube
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.spawn(PbrComponents {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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.with(Rotator)
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.with_children(|parent| {
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// child cube
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parent.spawn(PbrComponents {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 3.0),
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..Default::default()
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});
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 5.0, -4.0),
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..Default::default()
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(5.0, 10.0, 10.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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