mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 11:33:06 +00:00
156 lines
5.4 KiB
Rust
156 lines
5.4 KiB
Rust
// extern crate legion;
|
|
// extern crate legion_transform;
|
|
|
|
// use legion::prelude::*;
|
|
// use legion_transform::prelude::*;
|
|
fn main() {}
|
|
|
|
// #[allow(unused)]
|
|
// fn tldr_sample() {
|
|
// // Create a normal Legion World
|
|
// let mut world = Universe::default().create_world();
|
|
|
|
// // Create a system bundle (vec of systems) for LegionTransform
|
|
// let transform_system_bundle = transform_system_bundle::build(&mut world);
|
|
|
|
// let parent_entity = *world
|
|
// .insert(
|
|
// (),
|
|
// vec![(
|
|
// // Always needed for an Entity that has any space transform
|
|
// LocalToWorld::identity(),
|
|
// // The only mutable space transform a parent has is a translation.
|
|
// Translation::new(100.0, 0.0, 0.0),
|
|
// )],
|
|
// )
|
|
// .first()
|
|
// .unwrap();
|
|
|
|
// world.insert(
|
|
// (),
|
|
// vec![
|
|
// (
|
|
// // Again, always need a `LocalToWorld` component for the Entity to have a custom
|
|
// // space transform.
|
|
// LocalToWorld::identity(),
|
|
// // Here we define a Translation, Rotation and uniform Scale.
|
|
// Translation::new(1.0, 2.0, 3.0),
|
|
// Rotation::from_euler_angles(3.14, 0.0, 0.0),
|
|
// Scale(2.0),
|
|
// // Add a Parent and LocalToParent component to attach a child to a parent.
|
|
// Parent(parent_entity),
|
|
// LocalToParent::identity(),
|
|
// );
|
|
// 4
|
|
// ],
|
|
// );
|
|
// }
|
|
|
|
// fn main() {
|
|
// // Create a normal Legion World
|
|
// let mut world = Universe::default().create_world();
|
|
|
|
// // Create a system bundle (vec of systems) for LegionTransform
|
|
// let transform_system_bundle = transform_system_bundle::build(&mut world);
|
|
|
|
// // See `./types_of_transforms.rs` for an explanation of space-transform types.
|
|
// let parent_entity = *world
|
|
// .insert(
|
|
// (),
|
|
// vec![(LocalToWorld::identity(), Translation::new(100.0, 0.0, 0.0))],
|
|
// )
|
|
// .first()
|
|
// .unwrap();
|
|
|
|
// let four_children: Vec<_> = world
|
|
// .insert(
|
|
// (),
|
|
// vec![
|
|
// (
|
|
// LocalToWorld::identity(),
|
|
// Translation::new(1.0, 2.0, 3.0),
|
|
// Rotation::from_euler_angles(3.14, 0.0, 0.0),
|
|
// Scale(2.0),
|
|
// // Add a Parent and LocalToParent component to attach a child to a parent.
|
|
// Parent(parent_entity),
|
|
// LocalToParent::identity(),
|
|
// );
|
|
// 4
|
|
// ],
|
|
// )
|
|
// .iter()
|
|
// .cloned()
|
|
// .collect();
|
|
|
|
// // At this point the parent does NOT have a `Children` component attached to it. The `Children`
|
|
// // component is updated by the transform system bundle and thus can be out of date (or
|
|
// // non-existent for newly added members). By this logic, the `Parent` components should be
|
|
// // considered the always-correct 'source of truth' for any hierarchy.
|
|
// for system in transform_system_bundle.iter() {
|
|
// system.run(&mut world);
|
|
// system.command_buffer_mut().write(&mut world);
|
|
// }
|
|
|
|
// // At this point all parents with children have a correct `Children` component.
|
|
// let parents_children = world
|
|
// .get_component::<Children>(parent_entity)
|
|
// .unwrap()
|
|
// .0
|
|
// .clone();
|
|
|
|
// println!("Parent {}", parent_entity);
|
|
// for child in parents_children.iter() {
|
|
// println!(" -> Has child: {}", child);
|
|
// }
|
|
|
|
// // Each child will also have a `LocalToParent` component attached to it, which is a
|
|
// // space-transform from its local space to that of its parent.
|
|
// for child in four_children.iter() {
|
|
// println!("The child {}", child);
|
|
// println!(
|
|
// " -> Has a LocalToParent matrix: {}",
|
|
// *world.get_component::<LocalToParent>(*child).unwrap()
|
|
// );
|
|
// println!(
|
|
// " -> Has a LocalToWorld matrix: {}",
|
|
// *world.get_component::<LocalToWorld>(*child).unwrap()
|
|
// );
|
|
// }
|
|
|
|
// // Re-parent the second child to be a grandchild of the first.
|
|
// world.add_component(four_children[1], Parent(four_children[0]));
|
|
|
|
// // Re-running the system will cleanup and fix all `Children` components.
|
|
// for system in transform_system_bundle.iter() {
|
|
// system.run(&world);
|
|
// system.command_buffer_mut().write(&mut world);
|
|
// }
|
|
|
|
// println!("After the second child was re-parented as a grandchild of the first child...");
|
|
|
|
// for child in world
|
|
// .get_component::<Children>(parent_entity)
|
|
// .unwrap()
|
|
// .0
|
|
// .iter()
|
|
// {
|
|
// println!("Parent {} has child: {}", parent_entity, child);
|
|
// }
|
|
|
|
// for grandchild in world
|
|
// .get_component::<Children>(four_children[0])
|
|
// .unwrap()
|
|
// .0
|
|
// .iter()
|
|
// {
|
|
// println!("Child {} has grandchild: {}", four_children[0], grandchild);
|
|
// }
|
|
|
|
// println!("Grandchild: {}", four_children[1]);
|
|
// println!(
|
|
// " -> Has a LocalToWorld matrix: {}",
|
|
// *world
|
|
// .get_component::<LocalToWorld>(four_children[1])
|
|
// .unwrap()
|
|
// );
|
|
// }
|