mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
5c4f3554f9
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>
64 lines
2.1 KiB
Rust
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()
|
|
});
|
|
}
|