mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
67 lines
2 KiB
Rust
67 lines
2 KiB
Rust
//! Illustrates how to create parent-child relationships between entities and how parent transforms
|
|
//! are propagated to their descendants.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotator_system)
|
|
.run();
|
|
}
|
|
|
|
/// this component indicates what entities should rotate
|
|
#[derive(Component)]
|
|
struct Rotator;
|
|
|
|
/// rotates the parent, which will result in the child also rotating
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_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: 2.0 }));
|
|
let cube_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::rgb(0.8, 0.7, 0.6),
|
|
..default()
|
|
});
|
|
|
|
// parent cube
|
|
commands
|
|
.spawn((
|
|
PbrBundle {
|
|
mesh: cube_handle.clone(),
|
|
material: cube_material_handle.clone(),
|
|
transform: Transform::from_xyz(0.0, 0.0, 1.0),
|
|
..default()
|
|
},
|
|
Rotator,
|
|
))
|
|
.with_children(|parent| {
|
|
// child cube
|
|
parent.spawn(PbrBundle {
|
|
mesh: cube_handle,
|
|
material: cube_material_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0, 3.0),
|
|
..default()
|
|
});
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 5.0, -4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|