mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 08:00:20 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
55 lines
1.7 KiB
Rust
55 lines
1.7 KiB
Rust
//! Illustrates how to rotate an object around an axis.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
use std::f32::consts::TAU;
|
|
|
|
// Define a component to designate a rotation speed to an entity.
|
|
#[derive(Component)]
|
|
struct Rotatable {
|
|
speed: f32,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotate_cube)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// Spawn a cube to rotate.
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(Color::WHITE)),
|
|
Transform::from_translation(Vec3::ZERO),
|
|
Rotatable { speed: 0.3 },
|
|
));
|
|
|
|
// Spawn a camera looking at the entities to show what's happening in this example.
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// Add a light source so we can see clearly.
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
// This system will rotate any entity in the scene with a Rotatable component around its y-axis.
|
|
fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
|
|
for (mut transform, cube) in &mut cubes {
|
|
// The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
|
|
// and then multiplied by delta_secs which is the time that passed last frame.
|
|
// In other words. Speed is equal to the amount of rotations per second.
|
|
transform.rotate_y(cube.speed * TAU * timer.delta_secs());
|
|
}
|
|
}
|