 ea13f0bddf
			
		
	
	
		ea13f0bddf
		
	
	
	
	
		
			
			# Objective Users often ask for help with rotations as they struggle with `Quat`s. `Quat` is rather complex and has a ton of verbose methods. ## Solution Add rotation helper methods to `Transform`. Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to rotate an object around an axis.
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| 
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| use bevy::prelude::*;
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| 
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| use std::f32::consts::TAU;
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| 
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| // Define a component to designate a rotation speed to an entity.
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| #[derive(Component)]
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| struct Rotatable {
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|     speed: f32,
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(rotate_cube)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: 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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|     // Spawn a cube to rotate.
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(Color::WHITE.into()),
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|             transform: Transform::from_translation(Vec3::ZERO),
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|             ..default()
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|         })
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|         .insert(Rotatable { speed: 0.3 });
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| 
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|     // Spawn a camera looking at the entities to show what's happening in this example.
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Add a light source so we can see clearly.
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_translation(Vec3::ONE * 3.0),
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|         ..default()
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|     });
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| }
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| 
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| // This system will rotate any entity in the scene with a Rotatable component around its y-axis.
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| fn rotate_cube(mut cubes: Query<(&mut Transform, &Rotatable)>, timer: Res<Time>) {
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|     for (mut transform, cube) in cubes.iter_mut() {
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|         // The speed is first multiplied by TAU which is a full rotation (360deg) in radians,
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|         // and then multiplied by delta_seconds which is the time that passed last frame.
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|         // In other words. Speed is equal to the amount of rotations per second.
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|         transform.rotate_y(cube.speed * TAU * timer.delta_seconds());
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|     }
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| }
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