66 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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/// This example illustrates how to create parent->child relationships between entities how parent transforms
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/// are propagated to their descendants
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fn main() {
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    App::build()
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        .add_resource(Msaa { samples: 4 })
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup.system())
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        .add_system(rotator_system.system())
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        .run();
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}
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/// this component indicates what entities should rotate
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struct Rotator;
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/// rotates the parent, which will result in the child also rotating
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
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    for mut transform in query.iter_mut() {
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        transform.rotation *= Quat::from_rotation_x(3.0 * time.delta_seconds());
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    }
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}
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/// set up a simple scene with a "parent" cube and a "child" cube
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fn setup(
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    commands: &mut Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
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    let cube_material_handle = materials.add(StandardMaterial {
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        albedo: Color::rgb(0.8, 0.7, 0.6),
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        ..Default::default()
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    });
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    commands
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        // parent cube
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        .spawn(PbrBundle {
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            mesh: cube_handle.clone(),
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            material: cube_material_handle.clone(),
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            transform: Transform::from_xyz(0.0, 0.0, 1.0),
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            ..Default::default()
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        })
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        .with(Rotator)
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        .with_children(|parent| {
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            // child cube
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            parent.spawn(PbrBundle {
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                mesh: cube_handle,
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                material: cube_material_handle,
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                transform: Transform::from_xyz(0.0, 0.0, 3.0),
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                ..Default::default()
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            });
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        })
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        // light
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        .spawn(LightBundle {
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            transform: Transform::from_xyz(4.0, 5.0, -4.0),
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            ..Default::default()
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        })
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        // camera
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        .spawn(Camera3dBundle {
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            transform: Transform::from_xyz(5.0, 10.0, 10.0)
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                .looking_at(Vec3::default(), Vec3::unit_y()),
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            ..Default::default()
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        });
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}
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