bevy/examples/parenting.rs
2020-03-09 02:08:27 -07:00

74 lines
2.3 KiB
Rust

use bevy::prelude::*;
struct Rotator;
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.add_system(build_rotator_system())
.run();
}
// rotates the parent, which will result in the child also rotating
fn build_rotator_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Rotator")
.read_resource::<Time>()
.with_query(<(Write<Rotator>, Write<Rotation>)>::query())
.build(move |_, world, time, rotator_query| {
for (_rotator, mut rotation) in rotator_query.iter_mut(world) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
})
}
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
world
.build()
// parent cube
.add_entity(MeshEntity {
mesh: cube_handle,
material: StandardMaterial {
albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
},
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
.add(Rotator)
.add_children(|builder| {
// cube
builder.add_entity(MeshEntity {
mesh: cube_handle,
material: StandardMaterial {
albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
},
translation: Translation::new(0.0, 0.0, 3.0),
..Default::default()
})
})
// light
.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(5.0, 10.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
.build();
}