Clean up now-unused files due to changes in the transform system (#849)
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// extern crate legion;
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// extern crate legion_transform;
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// use legion::prelude::*;
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// use legion_transform::prelude::*;
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fn main() {}
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// #[allow(unused)]
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// fn tldr_sample() {
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// // Create a normal Legion World
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// let mut world = Universe::default().create_world();
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// // Create a system bundle (vec of systems) for LegionTransform
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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// let parent_entity = *world
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// .insert(
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// (),
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// vec![(
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// // Always needed for an Entity that has any space transform
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// LocalToWorld::identity(),
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// // The only mutable space transform a parent has is a translation.
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// Translation::new(100.0, 0.0, 0.0),
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// )],
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// )
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// .first()
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// .unwrap();
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// world.insert(
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// (),
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// vec![
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// (
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// // Again, always need a `LocalToWorld` component for the Entity to have a custom
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// // space transform.
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// LocalToWorld::identity(),
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// // Here we define a Translation, Rotation and uniform Scale.
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// Scale(2.0),
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// // Add a Parent and LocalToParent component to attach a child to a parent.
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// Parent(parent_entity),
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// LocalToParent::identity(),
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// );
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// 4
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// ],
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// );
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// }
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// fn main() {
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// // Create a normal Legion World
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// let mut world = Universe::default().create_world();
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// // Create a system bundle (vec of systems) for LegionTransform
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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// // See `./types_of_transforms.rs` for an explanation of space-transform types.
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// let parent_entity = *world
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// .insert(
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// (),
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// vec![(LocalToWorld::identity(), Translation::new(100.0, 0.0, 0.0))],
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// )
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// .first()
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// .unwrap();
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// let four_children: Vec<_> = world
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// .insert(
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// (),
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// vec![
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// (
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// LocalToWorld::identity(),
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// Scale(2.0),
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// // Add a Parent and LocalToParent component to attach a child to a parent.
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// Parent(parent_entity),
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// LocalToParent::identity(),
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// );
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// 4
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// ],
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// )
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// .iter()
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// .cloned()
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// .collect();
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// // At this point the parent does NOT have a `Children` component attached to it. The `Children`
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// // component is updated by the transform system bundle and thus can be out of date (or
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// // non-existent for newly added members). By this logic, the `Parent` components should be
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// // considered the always-correct 'source of truth' for any hierarchy.
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// for system in transform_system_bundle.iter() {
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// system.run(&mut world);
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// system.command_buffer_mut().write(&mut world);
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// }
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// // At this point all parents with children have a correct `Children` component.
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// let parents_children = world
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// .get_component::<Children>(parent_entity)
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// .unwrap()
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// .0
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// .clone();
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// println!("Parent {}", parent_entity);
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// for child in parents_children.iter() {
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// println!(" -> Has child: {}", child);
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// }
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// // Each child will also have a `LocalToParent` component attached to it, which is a
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// // space-transform from its local space to that of its parent.
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// for child in four_children.iter() {
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// println!("The child {}", child);
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// println!(
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// " -> Has a LocalToParent matrix: {}",
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// *world.get_component::<LocalToParent>(*child).unwrap()
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// );
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// println!(
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// " -> Has a LocalToWorld matrix: {}",
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// *world.get_component::<LocalToWorld>(*child).unwrap()
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// );
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// }
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// // Re-parent the second child to be a grandchild of the first.
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// world.add_component(four_children[1], Parent(four_children[0]));
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// // Re-running the system will cleanup and fix all `Children` components.
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// for system in transform_system_bundle.iter() {
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// system.run(&world);
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// system.command_buffer_mut().write(&mut world);
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// }
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// println!("After the second child was re-parented as a grandchild of the first child...");
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// for child in world
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// .get_component::<Children>(parent_entity)
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// .unwrap()
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// .0
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// .iter()
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// {
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// println!("Parent {} has child: {}", parent_entity, child);
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// }
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// for grandchild in world
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// .get_component::<Children>(four_children[0])
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// .unwrap()
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// .0
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// .iter()
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// {
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// println!("Child {} has grandchild: {}", four_children[0], grandchild);
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// }
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// println!("Grandchild: {}", four_children[1]);
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// println!(
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// " -> Has a LocalToWorld matrix: {}",
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// *world
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// .get_component::<LocalToWorld>(four_children[1])
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// .unwrap()
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// );
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// }
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@ -1,94 +0,0 @@
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// extern crate legion;
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// // extern crate legion_transform;
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// use legion::prelude::*;
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// use legion_transform::prelude::*;
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fn main() {}
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// fn main() {
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// // Create a normal Legion World
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// let mut world = Universe::default().create_world();
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// // Create a system bundle (vec of systems) for LegionTransform
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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// // A user-defined space transform is split into 4 different components: [`Translation`,
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// // `Rotation`, `Scale`, `NonUniformScale`]. Any combination of these components can be added to
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// // an entity to transform it's space (exception: `Scale` and `NonUniformScale` are mutually
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// // exclusive).
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// // Note that all entities need an explicitly added `LocalToWorld` component to be considered for
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// // processing during transform system passes.
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// // Add an entity with just a Translation
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// // See: https://www.nalgebra.org/rustdoc/nalgebra/geometry/struct.Translation.html
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// // API on Translation, as a LegionTransform `Translation` is just a nalgebra `Translation3`.
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// world.insert(
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// (),
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// vec![(LocalToWorld::identity(), Translation::new(1.0, 2.0, 3.0))],
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// );
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// // Add an entity with just a Rotation.
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// // See: https://www.nalgebra.org/rustdoc/nalgebra/geometry/type.UnitQuaternion.html for the full
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// // API on Rotation, as a LegionTransform `Rotation` is just a nalgebra `UnityQuaternion`.
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// world.insert(
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// (),
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// vec![(
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// LocalToWorld::identity(),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// )],
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// );
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// // Add an entity with just a uniform Scale (the default and strongly-preferred scale component).
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// // This is simply a `f32` wrapper.
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// world.insert((), vec![(LocalToWorld::identity(), Scale(2.0))]);
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// // Add an entity with just a NonUniformScale (This should be avoided unless you **really** need
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// // non-uniform scaling as it breaks things like physics colliders.
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// // See: https://docs.rs/nalgebra/0.10.1/nalgebra/struct.Vector3.html for the full API on
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// // NonUniformScale, as a LegionTransform `NonUniformScale` is simply a nalgebra `Vector3`,
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// // although note that it is wrapped in a tuple-struct.
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// world.insert(
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// (),
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// vec![(
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// LocalToWorld::identity(),
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// NonUniformScale::new(1.0, 2.0, 1.0),
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// )],
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// );
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// // Add an entity with a combination of Translation and Rotation
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// world.insert(
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// (),
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// vec![(
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// LocalToWorld::identity(),
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// )],
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// );
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// // Add an entity with a combination of Translation and Rotation and uniform Scale.
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// world.insert(
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// (),
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// vec![(
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// LocalToWorld::identity(),
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// Translation::new(1.0, 2.0, 3.0),
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// Rotation::from_euler_angles(3.14, 0.0, 0.0),
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// Scale(2.0),
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// )],
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// );
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// // Run the system bundle (this API will likely change).
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// for system in transform_system_bundle.iter() {
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// system.run(&world);
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// system.command_buffer_mut().write(&mut world);
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// }
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// // At this point all `LocalToWorld` components have correct values in them. Running the system
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// // again will result in a short-circuit as only changed components are considered for update.
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// let mut query = <Read<LocalToWorld>>::query();
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// for (entity, transform) in query.iter_entities(&mut world) {
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// println!(
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// "Entity {} and a LocalToWorld matrix: {}",
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// entity, *transform
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// );
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// }
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// }
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@ -1,10 +0,0 @@
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use crate::{
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hierarchy_maintenance_system, local_transform_systems::local_transform_systems,
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transform_propagate_system::transform_propagate_system, transform_systems,
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};
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use bevy_ecs::{IntoSystem, System};
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use hierarchy_maintenance_system::hierarchy_maintenance_systems;
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use transform_systems::transform_systems;
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