bevy/examples/3d/parenting.rs
2020-07-31 17:10:29 -07:00

68 lines
2.2 KiB
Rust

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