bevy/examples/ecs/hierarchy.rs
Alice Cecile b34833f00c
Add an example teaching users about custom relationships (#17443)
# Objective

After #17398, Bevy now has relations! We don't teach users how to make /
work with these in the examples yet though, but we definitely should.

## Solution

- Add a simple abstract example that goes over defining, spawning,
traversing and removing a custom relations.
- ~~Add `Relationship` and `RelationshipTarget` to the prelude: the
trait methods are really helpful here.~~
- this causes subtle ambiguities with method names and weird compiler
errors. Not doing it here!
- Clean up related documentation that I referenced when writing this
example.

## Testing

`cargo run --example relationships`

## Notes to reviewers

1. Yes, I know that the cycle detection code could be more efficient. I
decided to reduce the caching to avoid distracting from the broader
point of "here's how you traverse relationships".
2. Instead of using an `App`, I've decide to use
`World::run_system_once` + system functions defined inside of `main` to
do something closer to literate programming.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2025-01-20 23:17:38 +00:00

94 lines
3.3 KiB
Rust

//! Demonstrates techniques for creating a hierarchy of parent and child entities.
//!
//! When [`DefaultPlugins`] are added to your app, systems are automatically added to propagate
//! [`Transform`] and [`Visibility`] from parents to children down the hierarchy,
//! resulting in a final [`GlobalTransform`] and [`InheritedVisibility`] component for each entity.
use std::f32::consts::*;
use bevy::{color::palettes::css::*, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, rotate)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let texture = asset_server.load("branding/icon.png");
// Spawn a root entity with no parent
let parent = commands
.spawn((
Sprite::from_image(texture.clone()),
Transform::from_scale(Vec3::splat(0.75)),
))
// With that entity as a parent, run a lambda that spawns its children
.with_children(|parent| {
// parent is a ChildSpawnerCommands, which has a similar API to Commands
parent.spawn((
Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
Sprite {
image: texture.clone(),
color: BLUE.into(),
..default()
},
));
})
// Store parent entity for next sections
.id();
// Another way is to use the add_child function to add children after the parent
// entity has already been spawned.
let child = commands
.spawn((
Sprite {
image: texture,
color: LIME.into(),
..default()
},
Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
))
.id();
// Add child to the parent.
commands.entity(parent).add_child(child);
}
// A simple system to rotate the root entity, and rotate all its children separately
fn rotate(
mut commands: Commands,
time: Res<Time>,
mut parents_query: Query<(Entity, &Children), With<Sprite>>,
mut transform_query: Query<&mut Transform, With<Sprite>>,
) {
for (parent, children) in &mut parents_query {
if let Ok(mut transform) = transform_query.get_mut(parent) {
transform.rotate_z(-PI / 2. * time.delta_secs());
}
// To iterate through the entities children, just treat the Children component as a Vec
// Alternatively, you could query entities that have a ChildOf component
for child in children {
if let Ok(mut transform) = transform_query.get_mut(*child) {
transform.rotate_z(PI * time.delta_secs());
}
}
// To demonstrate removing children, we'll remove a child after a couple of seconds.
if time.elapsed_secs() >= 2.0 && children.len() == 2 {
let child = children.last().unwrap();
commands.entity(*child).despawn();
}
if time.elapsed_secs() >= 4.0 {
// This will remove the entity from its parent's list of children, as well as despawn
// any children the entity has.
commands.entity(parent).despawn();
}
}
}