bevy/examples/transforms/3d_rotation.rs
Mizu 9dfd4e4b08 Add examples for Transforms (#2441)
# 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?
2022-03-15 05:49:49 +00:00

57 lines
1.8 KiB
Rust

use bevy::prelude::*;
use std::f32::consts::PI;
const FULL_TURN: f32 = 2.0 * PI;
// 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_startup_system(setup)
.add_system(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_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::WHITE.into()),
transform: Transform::from_translation(Vec3::ZERO),
..Default::default()
})
.insert(Rotatable { speed: 0.3 });
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
// Add a light source for better 3d visibility.
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::ONE * 3.0),
..Default::default()
});
}
// This system will rotate any entity in the scene with an assigned Rotatable around its z-axis.
fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
for (mut transform, cube) in cubes.iter_mut() {
// The speed is taken as a percentage of a full 360 degree turn.
// The timers delta_seconds is used to smooth out the movement.
let rotation_change = Quat::from_rotation_y(FULL_TURN * cube.speed * timer.delta_seconds());
transform.rotate(rotation_change);
}
}