bevy/examples/3d/parenting.rs
Jonas Matser 5c4f3554f9 Rename Light => PointLight and remove unused properties (#1778)
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 02:21:24 +00:00

64 lines
2.1 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()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.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<&mut Transform, With<Rotator>>) {
for mut transform in query.iter_mut() {
transform.rotation *= 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: 2.0 }));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
..Default::default()
});
// parent cube
commands
.spawn_bundle(PbrBundle {
mesh: cube_handle.clone(),
material: cube_material_handle.clone(),
transform: Transform::from_xyz(0.0, 0.0, 1.0),
..Default::default()
})
.insert(Rotator)
.with_children(|parent| {
// child cube
parent.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_xyz(0.0, 0.0, 3.0),
..Default::default()
});
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, -4.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}