bevy/examples/transforms/translation.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

74 lines
2.3 KiB
Rust

//! Illustrates how to move an object along an axis.
use bevy::prelude::*;
// Define a struct to keep some information about our entity.
// Here it's an arbitrary movement speed, the spawn location, and a maximum distance from it.
#[derive(Component)]
struct Movable {
spawn: Vec3,
max_distance: f32,
speed: f32,
}
// Implement a utility function for easier Movable struct creation.
impl Movable {
fn new(spawn: Vec3) -> Self {
Movable {
spawn,
max_distance: 5.0,
speed: 2.0,
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(move_cube)
.run();
}
// Startup system to setup the scene and spawn all relevant entities.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add a cube to visualize translation.
let entity_spawn = Vec3::ZERO;
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::WHITE.into()),
transform: Transform::from_translation(entity_spawn),
..Default::default()
})
.insert(Movable::new(entity_spawn));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(entity_spawn, Vec3::Y),
..Default::default()
});
// Add a light source for better 3d visibility.
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::ONE * 3.0),
..Default::default()
});
}
// This system will move all Movable entities with a Transform
fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
for (mut transform, mut cube) in cubes.iter_mut() {
// Check if the entity moved too far from its spawn, if so invert the moving direction.
if (cube.spawn - transform.translation).length() > cube.max_distance {
cube.speed *= -1.0;
}
let direction = transform.local_x();
transform.translation += direction * cube.speed * timer.delta_seconds();
}
}