 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to create parent-child relationships between entities and how parent transforms
 | |
| //! are propagated to their descendants.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, rotator_system)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// this component indicates what entities should rotate
 | |
| #[derive(Component)]
 | |
| struct Rotator;
 | |
| 
 | |
| /// rotates the parent, which will result in the child also rotating
 | |
| fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.rotate_x(3.0 * time.delta_seconds());
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// set up a simple scene with a "parent" cube and a "child" cube
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     let cube_handle = meshes.add(Cuboid::new(2.0, 2.0, 2.0));
 | |
|     let cube_material_handle = materials.add(StandardMaterial {
 | |
|         base_color: LegacyColor::rgb(0.8, 0.7, 0.6),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // parent cube
 | |
|     commands
 | |
|         .spawn((
 | |
|             PbrBundle {
 | |
|                 mesh: cube_handle.clone(),
 | |
|                 material: cube_material_handle.clone(),
 | |
|                 transform: Transform::from_xyz(0.0, 0.0, 1.0),
 | |
|                 ..default()
 | |
|             },
 | |
|             Rotator,
 | |
|         ))
 | |
|         .with_children(|parent| {
 | |
|             // child cube
 | |
|             parent.spawn(PbrBundle {
 | |
|                 mesh: cube_handle,
 | |
|                 material: cube_material_handle,
 | |
|                 transform: Transform::from_xyz(0.0, 0.0, 3.0),
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
|     // light
 | |
|     commands.spawn(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 5.0, -4.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 |