 b34833f00c
			
		
	
	
		b34833f00c
		
			
		
	
	
	
	
		
			
			# Objective After #17398, Bevy now has relations! We don't teach users how to make / work with these in the examples yet though, but we definitely should. ## Solution - Add a simple abstract example that goes over defining, spawning, traversing and removing a custom relations. - ~~Add `Relationship` and `RelationshipTarget` to the prelude: the trait methods are really helpful here.~~ - this causes subtle ambiguities with method names and weird compiler errors. Not doing it here! - Clean up related documentation that I referenced when writing this example. ## Testing `cargo run --example relationships` ## Notes to reviewers 1. Yes, I know that the cycle detection code could be more efficient. I decided to reduce the caching to avoid distracting from the broader point of "here's how you traverse relationships". 2. Instead of using an `App`, I've decide to use `World::run_system_once` + system functions defined inside of `main` to do something closer to literate programming. --------- Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com> Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
		
			
				
	
	
		
			94 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates techniques for creating a hierarchy of parent and child entities.
 | |
| //!
 | |
| //! When [`DefaultPlugins`] are added to your app, systems are automatically added to propagate
 | |
| //! [`Transform`] and [`Visibility`] from parents to children down the hierarchy,
 | |
| //! resulting in a final [`GlobalTransform`] and [`InheritedVisibility`] component for each entity.
 | |
| 
 | |
| use std::f32::consts::*;
 | |
| 
 | |
| use bevy::{color::palettes::css::*, prelude::*};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, rotate)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn(Camera2d);
 | |
|     let texture = asset_server.load("branding/icon.png");
 | |
| 
 | |
|     // Spawn a root entity with no parent
 | |
|     let parent = commands
 | |
|         .spawn((
 | |
|             Sprite::from_image(texture.clone()),
 | |
|             Transform::from_scale(Vec3::splat(0.75)),
 | |
|         ))
 | |
|         // With that entity as a parent, run a lambda that spawns its children
 | |
|         .with_children(|parent| {
 | |
|             // parent is a ChildSpawnerCommands, which has a similar API to Commands
 | |
|             parent.spawn((
 | |
|                 Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
 | |
|                 Sprite {
 | |
|                     image: texture.clone(),
 | |
|                     color: BLUE.into(),
 | |
|                     ..default()
 | |
|                 },
 | |
|             ));
 | |
|         })
 | |
|         // Store parent entity for next sections
 | |
|         .id();
 | |
| 
 | |
|     // Another way is to use the add_child function to add children after the parent
 | |
|     // entity has already been spawned.
 | |
|     let child = commands
 | |
|         .spawn((
 | |
|             Sprite {
 | |
|                 image: texture,
 | |
|                 color: LIME.into(),
 | |
|                 ..default()
 | |
|             },
 | |
|             Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
 | |
|         ))
 | |
|         .id();
 | |
| 
 | |
|     // Add child to the parent.
 | |
|     commands.entity(parent).add_child(child);
 | |
| }
 | |
| 
 | |
| // A simple system to rotate the root entity, and rotate all its children separately
 | |
| fn rotate(
 | |
|     mut commands: Commands,
 | |
|     time: Res<Time>,
 | |
|     mut parents_query: Query<(Entity, &Children), With<Sprite>>,
 | |
|     mut transform_query: Query<&mut Transform, With<Sprite>>,
 | |
| ) {
 | |
|     for (parent, children) in &mut parents_query {
 | |
|         if let Ok(mut transform) = transform_query.get_mut(parent) {
 | |
|             transform.rotate_z(-PI / 2. * time.delta_secs());
 | |
|         }
 | |
| 
 | |
|         // To iterate through the entities children, just treat the Children component as a Vec
 | |
|         // Alternatively, you could query entities that have a ChildOf component
 | |
|         for child in children {
 | |
|             if let Ok(mut transform) = transform_query.get_mut(*child) {
 | |
|                 transform.rotate_z(PI * time.delta_secs());
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // To demonstrate removing children, we'll remove a child after a couple of seconds.
 | |
|         if time.elapsed_secs() >= 2.0 && children.len() == 2 {
 | |
|             let child = children.last().unwrap();
 | |
|             commands.entity(*child).despawn();
 | |
|         }
 | |
| 
 | |
|         if time.elapsed_secs() >= 4.0 {
 | |
|             // This will remove the entity from its parent's list of children, as well as despawn
 | |
|             // any children the entity has.
 | |
|             commands.entity(parent).despawn();
 | |
|         }
 | |
|     }
 | |
| }
 |