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		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			120 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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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)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     let texture = asset_server.load("branding/icon.png");
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| 
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|     // Spawn a root entity with no parent
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|     let parent = commands
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|         .spawn_bundle(SpriteBundle {
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|             transform: Transform::from_scale(Vec3::splat(0.75)),
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|             texture: texture.clone(),
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|             ..Default::default()
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|         })
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|         // With that entity as a parent, run a lambda that spawns its children
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|         .with_children(|parent| {
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|             // parent is a ChildBuilder, which has a similar API to Commands
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|             parent.spawn_bundle(SpriteBundle {
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|                 transform: Transform {
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|                     translation: Vec3::new(250.0, 0.0, 0.0),
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|                     scale: Vec3::splat(0.75),
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|                     ..Default::default()
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|                 },
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|                 texture: texture.clone(),
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|                 sprite: Sprite {
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|                     color: Color::BLUE,
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|                     ..Default::default()
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|                 },
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|                 ..Default::default()
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|             });
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|         })
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|         // Store parent entity for next sections
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|         .id();
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| 
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|     // Another way to create a hierarchy is to add a Parent component to an entity,
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|     // which would be added automatically to parents with other methods.
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|     // Similarly, adding a Parent component will automatically add a Children component to the
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|     // parent.
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|     commands
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|         .spawn_bundle(SpriteBundle {
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|             transform: Transform {
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|                 translation: Vec3::new(-250.0, 0.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..Default::default()
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|             },
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|             texture: texture.clone(),
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|             sprite: Sprite {
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|                 color: Color::RED,
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|                 ..Default::default()
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|             },
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|             ..Default::default()
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|         })
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|         // Using the entity from the previous section as the parent:
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|         .insert(Parent(parent));
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| 
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|     // Another way is to use the push_children function to add children after the parent
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|     // entity has already been spawned.
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|     let child = commands
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|         .spawn_bundle(SpriteBundle {
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|             transform: Transform {
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|                 translation: Vec3::new(0.0, 250.0, 0.0),
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|                 scale: Vec3::splat(0.75),
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|                 ..Default::default()
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|             },
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|             texture,
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|             sprite: Sprite {
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|                 color: Color::GREEN,
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|                 ..Default::default()
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|             },
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|             ..Default::default()
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|         })
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|         .id();
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| 
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|     // Pushing takes a slice of children to add:
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|     commands.entity(parent).push_children(&[child]);
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| }
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| 
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| // A simple system to rotate the root entity, and rotate all its children separately
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| fn rotate(
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|     mut commands: Commands,
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|     time: Res<Time>,
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|     mut parents_query: Query<(Entity, &Children), With<Sprite>>,
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|     mut transform_query: Query<&mut Transform, With<Sprite>>,
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| ) {
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|     let angle = std::f32::consts::PI / 2.0;
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|     for (parent, children) in parents_query.iter_mut() {
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|         if let Ok(mut transform) = transform_query.get_mut(parent) {
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|             transform.rotate(Quat::from_rotation_z(-angle * time.delta_seconds()));
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|         }
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| 
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|         // To iterate through the entities children, just treat the Children component as a Vec
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|         // Alternatively, you could query entities that have a Parent component
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|         for child in children.iter() {
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|             if let Ok(mut transform) = transform_query.get_mut(*child) {
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|                 transform.rotate(Quat::from_rotation_z(angle * 2.0 * time.delta_seconds()));
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|             }
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|         }
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| 
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|         // To demonstrate removing children, we'll start to remove the children after a couple of
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|         // seconds
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|         if time.seconds_since_startup() >= 2.0 && children.len() == 3 {
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|             let child = children.last().copied().unwrap();
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|             commands.entity(child).despawn();
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|         }
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| 
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|         if time.seconds_since_startup() >= 4.0 {
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|             // This will remove the entity from its parent's list of children, as well as despawn
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|             // any children the entity has.
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|             commands.entity(parent).despawn_recursive();
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|         }
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|     }
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| }
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