 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to (constantly) rotate an object around an axis.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| use std::f32::consts::PI;
 | |
| 
 | |
| const FULL_TURN: f32 = 2.0 * PI;
 | |
| 
 | |
| // Define a component to designate a rotation speed to an entity.
 | |
| #[derive(Component)]
 | |
| struct Rotatable {
 | |
|     speed: f32,
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(rotate_cube)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // Spawn a cube to rotate.
 | |
|     commands
 | |
|         .spawn_bundle(PbrBundle {
 | |
|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | |
|             material: materials.add(Color::WHITE.into()),
 | |
|             transform: Transform::from_translation(Vec3::ZERO),
 | |
|             ..Default::default()
 | |
|         })
 | |
|         .insert(Rotatable { speed: 0.3 });
 | |
| 
 | |
|     // 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(Vec3::ZERO, 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 rotate any entity in the scene with an assigned Rotatable around its z-axis.
 | |
| fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
 | |
|     for (mut transform, cube) in cubes.iter_mut() {
 | |
|         // The speed is taken as a percentage of a full 360 degree turn.
 | |
|         // The timers delta_seconds is used to smooth out the movement.
 | |
|         let rotation_change = Quat::from_rotation_y(FULL_TURN * cube.speed * timer.delta_seconds());
 | |
|         transform.rotate(rotation_change);
 | |
|     }
 | |
| }
 |