Struct bevy::transform::components::Transform
source · pub struct Transform {
pub translation: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}Expand description
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
- To place or move an entity, you should set its
Transform. - To get the global transform of an entity, you should get its
GlobalTransform. - To be displayed, an entity must have both a
Transformand aGlobalTransform.- You may use the
TransformBundleto guarantee this.
- You may use the
§Transform and GlobalTransform
Transform is the position of an entity relative to its parent position, or the reference
frame if it doesn’t have a Parent.
GlobalTransform is the position of an entity relative to the reference frame.
GlobalTransform is updated from Transform by systems in the system set
TransformPropagate.
This system runs during PostUpdate. If you
update the Transform of an entity during this set or after, you will notice a 1 frame lag
before the GlobalTransform is updated.
§Examples
Fields§
§translation: Vec3Position of the entity. In 2d, the last value of the Vec3 is used for z-ordering.
See the translations example for usage.
rotation: QuatRotation of the entity.
See the 3d_rotation example for usage.
scale: Vec3Scale of the entity.
See the scale example for usage.
Implementations§
source§impl Transform
impl Transform
sourcepub const IDENTITY: Transform = _
pub const IDENTITY: Transform = _
An identity Transform with no translation, rotation, and a scale of 1 on all axes.
sourcepub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
pub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
Creates a new Transform at the position (x, y, z). In 2d, the z component
is used for z-ordering elements: higher z-value will be in front of lower
z-value.
Examples found in repository?
More examples
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fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(Skybox {
image: assets.skybox.clone(),
brightness: 150.0,
});
}
fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn(SpatialBundle {
transform: Transform::from_matrix(VOXEL_FROM_WORLD),
..SpatialBundle::default()
})
.insert(IrradianceVolume {
voxels: assets.irradiance_volume.clone(),
intensity: IRRADIANCE_VOLUME_INTENSITY,
})
.insert(LightProbe);
}
fn spawn_light(commands: &mut Commands) {
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 250000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0762, 5.9039, 1.0055),
..default()
});
}
fn spawn_sphere(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn(PbrBundle {
mesh: assets.main_sphere.clone(),
material: assets.main_sphere_material.clone(),
transform: Transform::from_xyz(0.0, SPHERE_SCALE, 0.0)
.with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(MainObject);
}15 16 17 18 19 20 21 22 23 24 25 26
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb")),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-278.0, 273.0, 800.0),
..default()
});
}71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97
fn spawn_curve_sprite<T: CurveColor>(commands: &mut Commands, y: f32, points: [T; 4]) {
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(0., y, 0.),
sprite: Sprite {
custom_size: Some(Vec2::new(75., 75.)),
..Default::default()
},
..Default::default()
},
Curve(CubicBezier::new([points]).to_curve()),
));
}
fn spawn_mixed_sprite<T: MixedColor>(commands: &mut Commands, y: f32, colors: [T; 4]) {
commands.spawn((
SpriteBundle {
transform: Transform::from_xyz(0., y, 0.),
sprite: Sprite {
custom_size: Some(Vec2::new(75., 75.)),
..Default::default()
},
..Default::default()
},
Mixed(colors),
));
}56 57 58 59 60 61 62 63 64 65 66 67
fn spawn_text(mut commands: Commands, mut reader: EventReader<StreamEvent>) {
let text_style = TextStyle::default();
for (per_frame, event) in reader.read().enumerate() {
commands.spawn(Text2dBundle {
text: Text::from_section(event.0.to_string(), text_style.clone())
.with_justify(JustifyText::Center),
transform: Transform::from_xyz(per_frame as f32 * 100.0, 300.0, 0.0),
..default()
});
}
}- examples/games/alien_cake_addict.rs
- examples/stress_tests/many_gizmos.rs
- examples/math/render_primitives.rs
- examples/animation/gltf_skinned_mesh.rs
- examples/shader/animate_shader.rs
- examples/3d/anisotropy.rs
- examples/shader/array_texture.rs
- examples/3d/ssr.rs
- examples/shader/fallback_image.rs
- examples/shader/shader_material.rs
- examples/shader/shader_material_glsl.rs
- examples/3d/3d_viewport_to_world.rs
- examples/shader/custom_phase_item.rs
- examples/shader/texture_binding_array.rs
- examples/2d/pixel_grid_snap.rs
- examples/asset/hot_asset_reloading.rs
- examples/2d/transparency_2d.rs
- examples/shader/custom_vertex_attribute.rs
- examples/asset/multi_asset_sync.rs
- examples/transforms/3d_rotation.rs
- examples/transforms/scale.rs
- examples/3d/atmospheric_fog.rs
- examples/3d/color_grading.rs
- examples/3d/clearcoat.rs
- examples/animation/morph_targets.rs
- examples/transforms/translation.rs
- tests/window/minimising.rs
- tests/window/resizing.rs
- examples/shader/shader_defs.rs
- examples/3d/tonemapping.rs
- examples/3d/load_gltf_extras.rs
- examples/3d/3d_scene.rs
- examples/animation/animation_graph.rs
- examples/shader/shader_material_screenspace_texture.rs
- examples/3d/animated_material.rs
- examples/games/loading_screen.rs
- examples/shader/post_processing.rs
- examples/3d/skybox.rs
- examples/3d/parenting.rs
- examples/3d/lines.rs
- examples/3d/depth_of_field.rs
- examples/window/screenshot.rs
- examples/3d/load_gltf.rs
- examples/3d/two_passes.rs
- examples/shader/shader_instancing.rs
- examples/3d/update_gltf_scene.rs
- examples/ecs/hierarchy.rs
- examples/animation/cubic_curve.rs
- examples/3d/volumetric_fog.rs
- examples/shader/extended_material.rs
- examples/3d/vertex_colors.rs
- examples/3d/generate_custom_mesh.rs
- examples/3d/orthographic.rs
- examples/2d/wireframe_2d.rs
- examples/window/multiple_windows.rs
- examples/transforms/transform.rs
- examples/3d/motion_blur.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/spherical_area_lights.rs
- examples/2d/2d_shapes.rs
- examples/gizmos/axes.rs
- examples/stress_tests/transform_hierarchy.rs
- examples/games/contributors.rs
- examples/2d/rotation.rs
- examples/app/headless_renderer.rs
- examples/audio/spatial_audio_2d.rs
- examples/window/low_power.rs
- examples/camera/first_person_view_model.rs
- examples/2d/bounding_2d.rs
- examples/math/custom_primitives.rs
- examples/3d/wireframe.rs
- examples/audio/spatial_audio_3d.rs
- examples/3d/fog.rs
- examples/3d/ssao.rs
- examples/3d/texture.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/async_tasks/async_compute.rs
- examples/3d/bloom_3d.rs
- examples/math/random_sampling.rs
- examples/3d/shadow_caster_receiver.rs
- examples/transforms/align.rs
- examples/3d/anti_aliasing.rs
- examples/asset/repeated_texture.rs
- examples/ui/render_ui_to_texture.rs
- examples/ecs/iter_combinations.rs
- examples/2d/sprite_slice.rs
- examples/asset/asset_settings.rs
- examples/3d/transparency_3d.rs
- examples/3d/3d_shapes.rs
- examples/3d/pbr.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/render_to_texture.rs
- examples/3d/auto_exposure.rs
- examples/3d/spotlight.rs
- examples/asset/asset_loading.rs
- examples/shader/shader_prepass.rs
- examples/stress_tests/many_foxes.rs
- examples/animation/custom_skinned_mesh.rs
- examples/math/sampling_primitives.rs
- examples/games/desk_toy.rs
- examples/3d/parallax_mapping.rs
- examples/3d/shadow_biases.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/animation/animated_transform.rs
- examples/stress_tests/many_cubes.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
sourcepub fn from_matrix(world_from_local: Mat4) -> Transform
pub fn from_matrix(world_from_local: Mat4) -> Transform
Extracts the translation, rotation, and scale from matrix. It must be a 3d affine
transformation matrix.
Examples found in repository?
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fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn(SpatialBundle {
transform: Transform::from_matrix(VOXEL_FROM_WORLD),
..SpatialBundle::default()
})
.insert(IrradianceVolume {
voxels: assets.irradiance_volume.clone(),
intensity: IRRADIANCE_VOLUME_INTENSITY,
})
.insert(LightProbe);
}sourcepub const fn from_translation(translation: Vec3) -> Transform
pub const fn from_translation(translation: Vec3) -> Transform
Creates a new Transform, with translation. Rotation will be 0 and scale 1 on
all axes.
Examples found in repository?
More examples
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fn setup_lights(mut commands: Commands) {
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 5000.0,
..default()
},
transform: Transform::from_translation(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 2.0, 0.0))
.looking_at(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0), Vec3::Y),
..default()
});
}
/// Marker component for header text
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderText;
/// Marker component for header node
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct HeaderNode;
fn update_active_cameras(
state: Res<State<CameraActive>>,
mut camera_2d: Query<(Entity, &mut Camera), With<Camera2d>>,
mut camera_3d: Query<(Entity, &mut Camera), (With<Camera3d>, Without<Camera2d>)>,
mut text: Query<&mut TargetCamera, With<HeaderNode>>,
) {
let (entity_2d, mut cam_2d) = camera_2d.single_mut();
let (entity_3d, mut cam_3d) = camera_3d.single_mut();
let is_camera_2d_active = matches!(*state.get(), CameraActive::Dim2);
cam_2d.is_active = is_camera_2d_active;
cam_3d.is_active = !is_camera_2d_active;
let active_camera = if is_camera_2d_active {
entity_2d
} else {
entity_3d
};
text.iter_mut().for_each(|mut target_camera| {
*target_camera = TargetCamera(active_camera);
});
}
fn switch_cameras(current: Res<State<CameraActive>>, mut next: ResMut<NextState<CameraActive>>) {
let next_state = match current.get() {
CameraActive::Dim2 => CameraActive::Dim3,
CameraActive::Dim3 => CameraActive::Dim2,
};
next.set(next_state);
}
fn setup_text(mut commands: Commands, cameras: Query<(Entity, &Camera)>) {
let active_camera = cameras
.iter()
.find_map(|(entity, camera)| camera.is_active.then_some(entity))
.expect("run condition ensures existence");
let text = format!("{text}", text = PrimitiveSelected::default());
let style = TextStyle::default();
let instructions = "Press 'C' to switch between 2D and 3D mode\n\
Press 'Up' or 'Down' to switch to the next/previous primitive";
let text = [
TextSection::new("Primitive: ", style.clone()),
TextSection::new(text, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(instructions, style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new(
"(If nothing is displayed, there's no rendering support yet)",
style.clone(),
),
];
commands
.spawn((
HeaderNode,
NodeBundle {
style: Style {
justify_self: JustifySelf::Center,
top: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
TargetCamera(active_camera),
))
.with_children(|parent| {
parent.spawn((
HeaderText,
TextBundle::from_sections(text).with_text_justify(JustifyText::Center),
));
});
}
fn update_text(
primitive_state: Res<State<PrimitiveSelected>>,
mut header: Query<&mut Text, With<HeaderText>>,
) {
let new_text = format!("{text}", text = primitive_state.get());
header.iter_mut().for_each(|mut header_text| {
if let Some(kind) = header_text.sections.get_mut(1) {
kind.value.clone_from(&new_text);
};
});
}
fn switch_to_next_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().next();
next.set(next_state);
}
fn switch_to_previous_primitive(
current: Res<State<PrimitiveSelected>>,
mut next: ResMut<NextState<PrimitiveSelected>>,
) {
let next_state = current.get().previous();
next.set(next_state);
}
fn in_mode(active: CameraActive) -> impl Fn(Res<State<CameraActive>>) -> bool {
move |state| *state.get() == active
}
fn draw_gizmos_2d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
const POSITION: Vec2 = Vec2::new(-LEFT_RIGHT_OFFSET_2D, 0.0);
let angle = time.elapsed_seconds();
let color = Color::WHITE;
match state.get() {
PrimitiveSelected::RectangleAndCuboid => {
gizmos.primitive_2d(&RECTANGLE, POSITION, angle, color);
}
PrimitiveSelected::CircleAndSphere => {
gizmos.primitive_2d(&CIRCLE, POSITION, angle, color);
}
PrimitiveSelected::Ellipse => drop(gizmos.primitive_2d(&ELLIPSE, POSITION, angle, color)),
PrimitiveSelected::Triangle => gizmos.primitive_2d(&TRIANGLE_2D, POSITION, angle, color),
PrimitiveSelected::Plane => gizmos.primitive_2d(&PLANE_2D, POSITION, angle, color),
PrimitiveSelected::Line => drop(gizmos.primitive_2d(&LINE2D, POSITION, angle, color)),
PrimitiveSelected::Segment => {
drop(gizmos.primitive_2d(&SEGMENT_2D, POSITION, angle, color));
}
PrimitiveSelected::Polyline => gizmos.primitive_2d(&POLYLINE_2D, POSITION, angle, color),
PrimitiveSelected::Polygon => gizmos.primitive_2d(&POLYGON_2D, POSITION, angle, color),
PrimitiveSelected::RegularPolygon => {
gizmos.primitive_2d(®ULAR_POLYGON, POSITION, angle, color);
}
PrimitiveSelected::Capsule => gizmos.primitive_2d(&CAPSULE_2D, POSITION, angle, color),
PrimitiveSelected::Cylinder => {}
PrimitiveSelected::Cone => {}
PrimitiveSelected::ConicalFrustum => {}
PrimitiveSelected::Torus => drop(gizmos.primitive_2d(&ANNULUS, POSITION, angle, color)),
PrimitiveSelected::Tetrahedron => {}
PrimitiveSelected::Arc => gizmos.primitive_2d(&ARC, POSITION, angle, color),
PrimitiveSelected::CircularSector => {
gizmos.primitive_2d(&CIRCULAR_SECTOR, POSITION, angle, color);
}
PrimitiveSelected::CircularSegment => {
gizmos.primitive_2d(&CIRCULAR_SEGMENT, POSITION, angle, color);
}
}
}
/// Marker for primitive meshes to record in which state they should be visible in
#[derive(Debug, Clone, Component, Default, Reflect)]
pub struct PrimitiveData {
camera_mode: CameraActive,
primitive_state: PrimitiveSelected,
}
/// Marker for meshes of 2D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim2;
/// Marker for meshes of 3D primitives
#[derive(Debug, Clone, Component, Default)]
pub struct MeshDim3;
fn spawn_primitive_2d(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_2D, 0.0, 0.0);
let material: Handle<ColorMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim2;
[
Some(RECTANGLE.mesh().build()),
Some(CIRCLE.mesh().build()),
Some(ELLIPSE.mesh().build()),
Some(TRIANGLE_2D.mesh().build()),
None, // plane
None, // line
None, // segment
None, // polyline
None, // polygon
Some(REGULAR_POLYGON.mesh().build()),
Some(CAPSULE_2D.mesh().build()),
None, // cylinder
None, // cone
None, // conical frustum
Some(ANNULUS.mesh().build()),
None, // tetrahedron
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim2,
PrimitiveData {
camera_mode,
primitive_state: state,
},
MaterialMesh2dBundle {
mesh: meshes.add(mesh).into(),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}
fn spawn_primitive_3d(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
const POSITION: Vec3 = Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
let material: Handle<StandardMaterial> = materials.add(Color::WHITE);
let camera_mode = CameraActive::Dim3;
[
Some(CUBOID.mesh().build()),
Some(SPHERE.mesh().build()),
None, // ellipse
Some(TRIANGLE_3D.mesh().build()),
Some(PLANE_3D.mesh().build()),
None, // line
None, // segment
None, // polyline
None, // polygon
None, // regular polygon
Some(CAPSULE_3D.mesh().build()),
Some(CYLINDER.mesh().build()),
None, // cone
None, // conical frustum
Some(TORUS.mesh().build()),
Some(TETRAHEDRON.mesh().build()),
]
.into_iter()
.zip(PrimitiveSelected::ALL)
.for_each(|(maybe_mesh, state)| {
if let Some(mesh) = maybe_mesh {
commands.spawn((
MeshDim3,
PrimitiveData {
camera_mode,
primitive_state: state,
},
PbrBundle {
mesh: meshes.add(mesh),
material: material.clone(),
transform: Transform::from_translation(POSITION),
..Default::default()
},
));
}
});
}66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
commands.spawn(Camera3dBundle {
transform: Transform::from_translation(CAMERA_INITIAL_POSITION)
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
spawn_directional_light(&mut commands);
commands.spawn(SceneBundle {
scene: asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0"),
transform: Transform::from_xyz(0.0, 0.07, -0.13),
..default()
});
spawn_text(&mut commands, &asset_server, &app_status);
}
/// Spawns the help text.
fn spawn_text(commands: &mut Commands, asset_server: &AssetServer, app_status: &AppStatus) {
commands.spawn(
TextBundle {
text: app_status.create_help_text(asset_server),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
/// For each material, creates a version with the anisotropy removed.
///
/// This allows the user to press Enter to toggle anisotropy on and off.
fn create_material_variants(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
new_meshes: Query<
(Entity, &Handle<StandardMaterial>),
(Added<Handle<StandardMaterial>>, Without<MaterialVariants>),
>,
) {
for (entity, anisotropic_material_handle) in new_meshes.iter() {
let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
continue;
};
commands.entity(entity).insert(MaterialVariants {
anisotropic: anisotropic_material_handle.clone(),
isotropic: materials.add(StandardMaterial {
anisotropy_texture: None,
anisotropy_strength: 0.0,
anisotropy_rotation: 0.0,
..anisotropic_material
}),
});
}
}
/// A system that animates the light every frame, if there is one.
fn animate_light(
mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
time: Res<Time>,
) {
let now = time.elapsed_seconds();
for mut transform in lights.iter_mut() {
transform.translation = vec3(f32::cos(now), 1.0, f32::sin(now)) * vec3(3.0, 4.0, 3.0);
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
/// A system that rotates the camera if the environment map is enabled.
fn rotate_camera(
mut camera: Query<&mut Transform, With<Camera>>,
app_status: Res<AppStatus>,
time: Res<Time>,
mut stopwatch: Local<Stopwatch>,
) {
if app_status.light_mode == LightMode::EnvironmentMap {
stopwatch.tick(time.delta());
}
let now = stopwatch.elapsed_secs();
for mut transform in camera.iter_mut() {
*transform = Transform::from_translation(
Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
}46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
Ground,
));
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut ChaCha8Rng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}- examples/transforms/3d_rotation.rs
- examples/transforms/translation.rs
- examples/asset/multi_asset_sync.rs
- examples/3d/animated_material.rs
- examples/3d/ssr.rs
- examples/shader/post_processing.rs
- examples/animation/cubic_curve.rs
- examples/2d/mesh2d_vertex_color_texture.rs
- examples/transforms/transform.rs
- examples/2d/bloom_2d.rs
- examples/gizmos/3d_gizmos.rs
- examples/audio/spatial_audio_2d.rs
- examples/audio/spatial_audio_3d.rs
- examples/stress_tests/many_lights.rs
- examples/stress_tests/transform_hierarchy.rs
- examples/asset/repeated_texture.rs
- examples/math/random_sampling.rs
- examples/2d/sprite_slice.rs
- examples/3d/meshlet.rs
- examples/3d/render_to_texture.rs
- examples/3d/auto_exposure.rs
- examples/3d/spotlight.rs
- examples/stress_tests/many_foxes.rs
- examples/3d/split_screen.rs
- examples/games/breakout.rs
- examples/2d/text2d.rs
- examples/math/sampling_primitives.rs
- examples/3d/parallax_mapping.rs
- examples/stress_tests/many_cubes.rs
sourcepub const fn from_rotation(rotation: Quat) -> Transform
pub const fn from_rotation(rotation: Quat) -> Transform
Creates a new Transform, with rotation. Translation will be 0 and scale 1 on
all axes.
Examples found in repository?
150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170
fn rotate_ship(mut ship: Query<(&mut Ship, &mut Transform)>) {
let (mut ship, mut ship_transform) = ship.single_mut();
if !ship.in_motion {
return;
}
let start = ship.initial_transform.rotation;
let end = ship.target_transform.rotation;
let p: f32 = ship.progress.into();
let t = p / 100.;
*ship_transform = Transform::from_rotation(start.slerp(end, t));
if ship.progress == 100 {
ship.in_motion = false;
} else {
ship.progress += 1;
}
}More examples
203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(10.0, 10.0, 15.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.7, 0.2, 0.2)),
..default()
},
Loading,
));
}37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a cube to scale.
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_y(PI / 4.0)),
..default()
},
Scaling::new(),
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62
fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.insert_resource(MorphData {
the_wave: asset_server
.load(GltfAssetLabel::Animation(2).from_asset("models/animated/MorphStressTest.gltf")),
mesh: asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/animated/MorphStressTest.gltf"),
),
});
commands.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/animated/MorphStressTest.gltf")),
..default()
});
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252
fn setup_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 10_000_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(-4.0, 8.0, 13.0),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
transform: Transform::from_scale(Vec3::splat(0.07)),
..default()
});
// Ground
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(7.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
}- examples/3d/color_grading.rs
- examples/3d/tonemapping.rs
- examples/app/headless_renderer.rs
- examples/3d/ssao.rs
- examples/3d/texture.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/3d/shadow_caster_receiver.rs
- examples/3d/anti_aliasing.rs
- examples/3d/meshlet.rs
- examples/gizmos/light_gizmos.rs
- examples/stress_tests/many_foxes.rs
- examples/3d/split_screen.rs
- examples/3d/deferred_rendering.rs
- examples/3d/lighting.rs
sourcepub const fn from_scale(scale: Vec3) -> Transform
pub const fn from_scale(scale: Vec3) -> Transform
Creates a new Transform, with scale. Translation will be 0 and rotation 0 on
all axes.
Examples found in repository?
288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615
fn spawn_fox(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn(SceneBundle {
scene: assets.fox.clone(),
visibility: Visibility::Hidden,
transform: Transform::from_scale(Vec3::splat(FOX_SCALE)),
..default()
})
.insert(MainObject);
}
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
commands.spawn(
TextBundle {
text: app_status.create_text(),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
// A system that updates the help text.
fn update_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
for mut text in text_query.iter_mut() {
*text = app_status.create_text();
}
}
impl AppStatus {
// Constructs the help text at the bottom of the screen based on the
// application status.
fn create_text(&self) -> Text {
let irradiance_volume_help_text = if self.irradiance_volume_present {
DISABLE_IRRADIANCE_VOLUME_HELP_TEXT
} else {
ENABLE_IRRADIANCE_VOLUME_HELP_TEXT
};
let voxels_help_text = if self.voxels_visible {
HIDE_VOXELS_HELP_TEXT
} else {
SHOW_VOXELS_HELP_TEXT
};
let rotation_help_text = if self.rotating {
STOP_ROTATION_HELP_TEXT
} else {
START_ROTATION_HELP_TEXT
};
let switch_mesh_help_text = match self.model {
ExampleModel::Sphere => SWITCH_TO_FOX_HELP_TEXT,
ExampleModel::Fox => SWITCH_TO_SPHERE_HELP_TEXT,
};
Text::from_section(
format!(
"{}\n{}\n{}\n{}\n{}",
CLICK_TO_MOVE_HELP_TEXT,
voxels_help_text,
irradiance_volume_help_text,
rotation_help_text,
switch_mesh_help_text
),
TextStyle::default(),
)
}
}
// Rotates the camera a bit every frame.
fn rotate_camera(
mut camera_query: Query<&mut Transform, With<Camera3d>>,
time: Res<Time>,
app_status: Res<AppStatus>,
) {
if !app_status.rotating {
return;
}
for mut transform in camera_query.iter_mut() {
transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
.rotate(transform.translation.xz())
.extend(transform.translation.y)
.xzy();
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
// Toggles between the unskinned sphere model and the skinned fox model if the
// user requests it.
fn change_main_object(
keyboard: Res<ButtonInput<KeyCode>>,
mut app_status: ResMut<AppStatus>,
mut sphere_query: Query<
&mut Visibility,
(With<MainObject>, With<Handle<Mesh>>, Without<Handle<Scene>>),
>,
mut fox_query: Query<&mut Visibility, (With<MainObject>, With<Handle<Scene>>)>,
) {
if !keyboard.just_pressed(KeyCode::Tab) {
return;
}
let Some(mut sphere_visibility) = sphere_query.iter_mut().next() else {
return;
};
let Some(mut fox_visibility) = fox_query.iter_mut().next() else {
return;
};
match app_status.model {
ExampleModel::Sphere => {
*sphere_visibility = Visibility::Hidden;
*fox_visibility = Visibility::Visible;
app_status.model = ExampleModel::Fox;
}
ExampleModel::Fox => {
*sphere_visibility = Visibility::Visible;
*fox_visibility = Visibility::Hidden;
app_status.model = ExampleModel::Sphere;
}
}
}
impl Default for AppStatus {
fn default() -> Self {
Self {
irradiance_volume_present: true,
rotating: true,
model: ExampleModel::Sphere,
voxels_visible: false,
}
}
}
// Turns on and off the irradiance volume as requested by the user.
fn toggle_irradiance_volumes(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
light_probe_query: Query<Entity, With<LightProbe>>,
mut app_status: ResMut<AppStatus>,
assets: Res<ExampleAssets>,
mut ambient_light: ResMut<AmbientLight>,
) {
if !keyboard.just_pressed(KeyCode::Space) {
return;
};
let Some(light_probe) = light_probe_query.iter().next() else {
return;
};
if app_status.irradiance_volume_present {
commands.entity(light_probe).remove::<IrradianceVolume>();
ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
app_status.irradiance_volume_present = false;
} else {
commands.entity(light_probe).insert(IrradianceVolume {
voxels: assets.irradiance_volume.clone(),
intensity: IRRADIANCE_VOLUME_INTENSITY,
});
ambient_light.brightness = 0.0;
app_status.irradiance_volume_present = true;
}
}
fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
if keyboard.just_pressed(KeyCode::Enter) {
app_status.rotating = !app_status.rotating;
}
}
// Handles clicks on the plane that reposition the object.
fn handle_mouse_clicks(
buttons: Res<ButtonInput<MouseButton>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut main_objects: Query<&mut Transform, With<MainObject>>,
) {
if !buttons.pressed(MouseButton::Left) {
return;
}
let Some(mouse_position) = windows
.iter()
.next()
.and_then(|window| window.cursor_position())
else {
return;
};
let Some((camera, camera_transform)) = cameras.iter().next() else {
return;
};
// Figure out where the user clicked on the plane.
let Some(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
return;
};
let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else {
return;
};
let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
// Move all the main objeccts.
for mut transform in main_objects.iter_mut() {
transform.translation = vec3(
plane_intersection.x,
transform.translation.y,
plane_intersection.z,
);
}
}
impl FromWorld for ExampleAssets {
fn from_world(world: &mut World) -> Self {
let fox_animation =
world.load_asset(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb"));
let (fox_animation_graph, fox_animation_node) =
AnimationGraph::from_clip(fox_animation.clone());
ExampleAssets {
main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
fox: world.load_asset(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
main_sphere_material: world.add_asset(Color::from(SILVER)),
main_scene: world.load_asset(
GltfAssetLabel::Scene(0)
.from_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb"),
),
irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
fox_animation_graph: world.add_asset(fox_animation_graph),
fox_animation_node,
voxel_cube: world.add_asset(Cuboid::default()),
// Just use a specular map for the skybox since it's not too blurry.
// In reality you wouldn't do this--you'd use a real skybox texture--but
// reusing the textures like this saves space in the Bevy repository.
skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
}
}
}
// Plays the animation on the fox.
fn play_animations(
mut commands: Commands,
assets: Res<ExampleAssets>,
mut players: Query<(Entity, &mut AnimationPlayer), Without<Handle<AnimationGraph>>>,
) {
for (entity, mut player) in players.iter_mut() {
commands
.entity(entity)
.insert(assets.fox_animation_graph.clone());
player.play(assets.fox_animation_node).repeat();
}
}
fn create_cubes(
image_assets: Res<Assets<Image>>,
mut commands: Commands,
irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
voxel_cubes: Query<Entity, With<VoxelCube>>,
example_assets: Res<ExampleAssets>,
mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
) {
// If voxel cubes have already been spawned, don't do anything.
if !voxel_cubes.is_empty() {
return;
}
let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
return;
};
for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
continue;
};
let resolution = image.texture_descriptor.size;
let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
base: StandardMaterial::from(Color::from(RED)),
extension: VoxelVisualizationExtension {
irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
world_from_voxel: VOXEL_FROM_WORLD.inverse(),
voxel_from_world: VOXEL_FROM_WORLD,
resolution: uvec3(
resolution.width,
resolution.height,
resolution.depth_or_array_layers,
),
intensity: IRRADIANCE_VOLUME_INTENSITY,
},
},
});
let scale = vec3(
1.0 / resolution.width as f32,
1.0 / resolution.height as f32,
1.0 / resolution.depth_or_array_layers as f32,
);
// Spawn a cube for each voxel.
for z in 0..resolution.depth_or_array_layers {
for y in 0..resolution.height {
for x in 0..resolution.width {
let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
let pos = global_transform.transform_point(uvw);
let voxel_cube = commands
.spawn(MaterialMeshBundle {
mesh: example_assets.voxel_cube.clone(),
material: voxel_cube_material.clone(),
transform: Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
.with_translation(pos),
..default()
})
.insert(VoxelCube)
.insert(NotShadowCaster)
.id();
commands.entity(voxel_cube_parent).add_child(voxel_cube);
}
}
}
}
}More examples
164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220
fn spawn_flight_helmet(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
transform: Transform::from_scale(Vec3::splat(2.5)),
..default()
})
.insert(FlightHelmetModel)
.insert(Visibility::Hidden);
}
// Spawns the water plane.
fn spawn_water(
commands: &mut Commands,
asset_server: &AssetServer,
meshes: &mut Assets<Mesh>,
water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>,
) {
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0))),
material: water_materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: BLACK.into(),
perceptual_roughness: 0.0,
..default()
},
extension: Water {
normals: asset_server.load_with_settings::<Image, ImageLoaderSettings>(
"textures/water_normals.png",
|settings| {
settings.is_srgb = false;
settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Linear,
min_filter: ImageFilterMode::Linear,
..default()
});
},
),
// These water settings are just random values to create some
// variety.
settings: WaterSettings {
octave_vectors: [
vec4(0.080, 0.059, 0.073, -0.062),
vec4(0.153, 0.138, -0.149, -0.195),
],
octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 5.0,
octave_strengths: vec4(0.16, 0.18, 0.093, 0.044),
},
},
}),
transform: Transform::from_scale(Vec3::splat(100.0)),
..default()
});
}142 143 144 145 146 147 148 149 150 151 152 153 154 155 156
fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
commands.spawn(ReflectionProbeBundle {
spatial: SpatialBundle {
// 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
transform: Transform::from_scale(Vec3::splat(2.0)),
..SpatialBundle::default()
},
light_probe: LightProbe,
environment_map: EnvironmentMapLight {
diffuse_map: cubemaps.diffuse.clone(),
specular_map: cubemaps.specular_reflection_probe.clone(),
intensity: 5000.0,
},
});
}39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
let mesh = asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/barycentric/barycentric.gltf"),
);
commands.spawn(MaterialMesh2dBundle {
mesh: Mesh2dHandle(mesh),
material: materials.add(CustomMaterial {}),
transform: Transform::from_scale(150.0 * Vec3::ONE),
..default()
});
// Add a camera
commands.spawn(Camera2dBundle { ..default() });
}11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let texture = asset_server.load("branding/icon.png");
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
for _ in 0..128 {
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_scale(Vec3::splat(0.1)),
..default()
},
Velocity(20.0 * Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5)),
));
}
}39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
// Use only the subset of sprites in the sheet that make up the run animation
let animation_indices = AnimationIndices { first: 1, last: 6 };
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpriteBundle {
transform: Transform::from_scale(Vec3::splat(6.0)),
texture,
..default()
},
TextureAtlas {
layout: texture_atlas_layout,
index: animation_indices.first,
},
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}- examples/shader/compute_shader_game_of_life.rs
- examples/animation/animation_graph.rs
- examples/3d/atmospheric_fog.rs
- examples/ecs/hierarchy.rs
- examples/2d/sprite_animation.rs
- examples/3d/fog.rs
- examples/stress_tests/many_lights.rs
- examples/3d/motion_blur.rs
- examples/time/virtual_time.rs
- examples/ecs/iter_combinations.rs
- examples/games/desk_toy.rs
- examples/3d/deferred_rendering.rs
- examples/stress_tests/many_cubes.rs
sourcepub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
pub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points towards the target position and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
Examples found in repository?
More examples
94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313
fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
game.camera_is_focus = game.camera_should_focus;
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(
-(BOARD_SIZE_I as f32 / 2.0),
2.0 * BOARD_SIZE_J as f32 / 3.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
)
.looking_at(game.camera_is_focus, Vec3::Y),
..default()
});
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
ChaCha8Rng::seed_from_u64(19878367467713)
} else {
ChaCha8Rng::from_entropy()
};
// reset the game state
game.cake_eaten = 0;
game.score = 0;
game.player.i = BOARD_SIZE_I / 2;
game.player.j = BOARD_SIZE_J / 2;
game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 10.0, 4.0),
point_light: PointLight {
intensity: 2_000_000.0,
shadows_enabled: true,
range: 30.0,
..default()
},
..default()
});
// spawn the game board
let cell_scene =
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/tile.glb"));
game.board = (0..BOARD_SIZE_J)
.map(|j| {
(0..BOARD_SIZE_I)
.map(|i| {
let height = rng.gen_range(-0.1..0.1);
commands.spawn(SceneBundle {
transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
scene: cell_scene.clone(),
..default()
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(-PI / 2.),
..default()
},
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/alien.glb")),
..default()
})
.id(),
);
// load the scene for the cake
game.bonus.handle =
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/cakeBirthday.glb"));
// scoreboard
commands.spawn(
TextBundle::from_section(
"Score:",
TextStyle {
font_size: 40.0,
color: Color::srgb(0.5, 0.5, 1.0),
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
}),
);
commands.insert_resource(Random(rng));
}
// remove all entities that are not a camera or window
fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
for entity in &entities {
commands.entity(entity).despawn();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut game: ResMut<Game>,
mut transforms: Query<&mut Transform>,
time: Res<Time>,
) {
if game.player.move_cooldown.tick(time.delta()).finished() {
let mut moved = false;
let mut rotation = 0.0;
if keyboard_input.pressed(KeyCode::ArrowUp) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowDown) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = PI;
moved = true;
}
if keyboard_input.pressed(KeyCode::ArrowLeft) {
if game.player.j > 0 {
game.player.j -= 1;
}
rotation = 0.0;
moved = true;
}
// move on the board
if moved {
game.player.move_cooldown.reset();
*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(rotation),
..default()
};
}
}
// eat the cake!
if let Some(entity) = game.bonus.entity {
if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
game.score += 2;
game.cake_eaten += 1;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
}
}
}
// change the focus of the camera
fn focus_camera(
time: Res<Time>,
mut game: ResMut<Game>,
mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
const SPEED: f32 = 2.0;
// if there is both a player and a bonus, target the mid-point of them
if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
let transform_query = transforms.p1();
if let (Ok(player_transform), Ok(bonus_transform)) = (
transform_query.get(player_entity),
transform_query.get(bonus_entity),
) {
game.camera_should_focus = player_transform
.translation
.lerp(bonus_transform.translation, 0.5);
}
// otherwise, if there is only a player, target the player
} else if let Some(player_entity) = game.player.entity {
if let Ok(player_transform) = transforms.p1().get(player_entity) {
game.camera_should_focus = player_transform.translation;
}
// otherwise, target the middle
} else {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
}
// calculate the camera motion based on the difference between where the camera is looking
// and where it should be looking; the greater the distance, the faster the motion;
// smooth out the camera movement using the frame time
let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
if camera_motion.length() > 0.2 {
camera_motion *= SPEED * time.delta_seconds();
// set the new camera's actual focus
game.camera_is_focus += camera_motion;
}
// look at that new camera's actual focus
for mut transform in transforms.p0().iter_mut() {
*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
}
}82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98
fn setup(mut commands: Commands) {
warn!(include_str!("warning_string.txt"));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3., 1., 5.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330
fn setup_cameras(mut commands: Commands) {
let start_in_2d = true;
let make_camera = |is_active| Camera {
is_active,
..Default::default()
};
commands.spawn(Camera2dBundle {
camera: make_camera(start_in_2d),
..Default::default()
});
commands.spawn(Camera3dBundle {
camera: make_camera(!start_in_2d),
transform: Transform::from_xyz(0.0, 10.0, 0.0).looking_at(Vec3::ZERO, Vec3::Z),
..Default::default()
});
}
fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
ambient_light.brightness = 50.0;
}
fn setup_lights(mut commands: Commands) {
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 5000.0,
..default()
},
transform: Transform::from_translation(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 2.0, 0.0))
.looking_at(Vec3::new(-LEFT_RIGHT_OFFSET_3D, 0.0, 0.0), Vec3::Y),
..default()
});
}20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Create a camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0)
.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
..default()
});
// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
commands.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/SimpleSkin/SimpleSkin.gltf")),
..default()
});
}- examples/shader/animate_shader.rs
- examples/async_tasks/async_compute.rs
- examples/3d/anisotropy.rs
- examples/shader/array_texture.rs
- examples/shader/fallback_image.rs
- examples/shader/shader_material.rs
- examples/shader/shader_material_glsl.rs
- examples/3d/3d_viewport_to_world.rs
- examples/shader/custom_phase_item.rs
- examples/shader/texture_binding_array.rs
- examples/asset/hot_asset_reloading.rs
- examples/shader/custom_vertex_attribute.rs
- examples/asset/multi_asset_sync.rs
- examples/transforms/3d_rotation.rs
- examples/transforms/scale.rs
- examples/3d/atmospheric_fog.rs
- examples/3d/color_grading.rs
- examples/animation/morph_targets.rs
- examples/transforms/translation.rs
- tests/window/minimising.rs
- tests/window/resizing.rs
- examples/shader/shader_defs.rs
- examples/3d/tonemapping.rs
- examples/3d/load_gltf_extras.rs
- examples/3d/3d_scene.rs
- examples/animation/animation_graph.rs
- examples/shader/shader_material_screenspace_texture.rs
- examples/3d/animated_material.rs
- examples/games/loading_screen.rs
- examples/3d/ssr.rs
- examples/shader/post_processing.rs
- examples/3d/skybox.rs
- examples/3d/parenting.rs
- examples/3d/lines.rs
- examples/3d/depth_of_field.rs
- examples/window/screenshot.rs
- examples/3d/load_gltf.rs
- examples/3d/two_passes.rs
- examples/shader/shader_instancing.rs
- examples/3d/update_gltf_scene.rs
- examples/animation/cubic_curve.rs
- examples/3d/volumetric_fog.rs
- examples/shader/extended_material.rs
- examples/3d/vertex_colors.rs
- examples/3d/generate_custom_mesh.rs
- examples/3d/orthographic.rs
- examples/window/multiple_windows.rs
- examples/transforms/transform.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/spherical_area_lights.rs
- examples/gizmos/axes.rs
- examples/app/headless_renderer.rs
- examples/window/low_power.rs
- examples/3d/wireframe.rs
- examples/audio/spatial_audio_3d.rs
- examples/3d/ssao.rs
- examples/3d/texture.rs
- examples/3d/visibility_range.rs
- examples/animation/animated_fox.rs
- examples/3d/bloom_3d.rs
- examples/math/random_sampling.rs
- examples/3d/shadow_caster_receiver.rs
- examples/transforms/align.rs
- examples/3d/anti_aliasing.rs
- examples/asset/repeated_texture.rs
- examples/ui/render_ui_to_texture.rs
- examples/ecs/iter_combinations.rs
- examples/3d/transparency_3d.rs
- examples/3d/meshlet.rs
- examples/3d/3d_shapes.rs
- examples/3d/pbr.rs
- examples/gizmos/light_gizmos.rs
- examples/3d/render_to_texture.rs
- examples/3d/auto_exposure.rs
- examples/3d/spotlight.rs
- examples/asset/asset_loading.rs
- examples/shader/shader_prepass.rs
- examples/stress_tests/many_foxes.rs
- examples/3d/split_screen.rs
- examples/animation/custom_skinned_mesh.rs
- examples/3d/fog.rs
- examples/math/sampling_primitives.rs
- examples/3d/parallax_mapping.rs
- examples/3d/shadow_biases.rs
- examples/3d/deferred_rendering.rs
- examples/3d/blend_modes.rs
- examples/animation/animated_transform.rs
- examples/stress_tests/many_cubes.rs
- examples/3d/lighting.rs
- examples/3d/transmission.rs
sourcepub fn looking_to(
self,
direction: impl TryInto<Dir3>,
up: impl TryInto<Dir3>,
) -> Transform
pub fn looking_to( self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>, ) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points in the given direction and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
Examples found in repository?
57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109
fn setup_scene(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 300.0,
});
commands.insert_resource(CameraMode::Chase);
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 3_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::default().looking_to(Vec3::new(-1.0, -0.7, -1.0), Vec3::X),
..default()
});
// Sky
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(StandardMaterial {
unlit: true,
base_color: Color::linear_rgb(0.1, 0.6, 1.0),
..default()
}),
transform: Transform::default().with_scale(Vec3::splat(-4000.0)),
..default()
});
// Ground
let mut plane: Mesh = Plane3d::default().into();
let uv_size = 4000.0;
let uvs = vec![[uv_size, 0.0], [0.0, 0.0], [0.0, uv_size], [uv_size; 2]];
plane.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
commands.spawn(PbrBundle {
mesh: meshes.add(plane),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
}),
transform: Transform::from_xyz(0.0, -0.65, 0.0).with_scale(Vec3::splat(80.)),
..default()
});
spawn_cars(&asset_server, &mut meshes, &mut materials, &mut commands);
spawn_trees(&mut meshes, &mut materials, &mut commands);
spawn_barriers(&mut meshes, &mut materials, &mut commands);
}sourcepub fn aligned_by(
self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>,
) -> Transform
pub fn aligned_by( self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3>, ) -> Transform
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
See Transform::align for additional details.
sourcepub const fn with_translation(self, translation: Vec3) -> Transform
pub const fn with_translation(self, translation: Vec3) -> Transform
Returns this Transform with a new translation.
Examples found in repository?
89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
commands.spawn(Camera2dBundle::default());
// load the sprite sheet using the `AssetServer`
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
// the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
// the first (left-hand) sprite runs at 10 FPS
let animation_config_1 = AnimationConfig::new(1, 6, 10);
// create the first (left-hand) sprite
commands.spawn((
SpriteBundle {
transform: Transform::from_scale(Vec3::splat(6.0))
.with_translation(Vec3::new(-50.0, 0.0, 0.0)),
texture: texture.clone(),
..default()
},
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: animation_config_1.first_sprite_index,
},
LeftSprite,
animation_config_1,
));
// the second (right-hand) sprite runs at 20 FPS
let animation_config_2 = AnimationConfig::new(1, 6, 20);
// create the second (right-hand) sprite
commands.spawn((
SpriteBundle {
transform: Transform::from_scale(Vec3::splat(6.0))
.with_translation(Vec3::new(50.0, 0.0, 0.0)),
texture: texture.clone(),
..default()
},
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: animation_config_2.first_sprite_index,
},
RightSprite,
animation_config_2,
));
// create a minimal UI explaining how to interact with the example
commands.spawn(TextBundle {
text: Text::from_section(
"Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite",
TextStyle::default(),
),
style: Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
..default()
});
}More examples
48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123
fn setup_pyramid_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Srgba::hex("28221B").unwrap().into(),
perceptual_roughness: 1.0,
..default()
});
// pillars
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 3.0, 1.0)),
material: stone.clone(),
transform: Transform::from_xyz(*x, 1.5, *z),
..default()
});
}
// orb
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(StandardMaterial {
base_color: Srgba::hex("126212CC").unwrap().into(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1.75))
.with_translation(Vec3::new(0.0, 4.0, 0.0)),
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
// steps
for i in 0..50 {
let half_size = i as f32 / 2.0 + 3.0;
let y = -i as f32 / 2.0;
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size)),
material: stone.clone(),
transform: Transform::from_xyz(0.0, y + 0.25, 0.0),
..default()
});
}
// sky
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(0.0, 1.0, 0.0),
point_light: PointLight {
shadows_enabled: true,
..default()
},
..default()
});
}545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615
fn create_cubes(
image_assets: Res<Assets<Image>>,
mut commands: Commands,
irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
voxel_cubes: Query<Entity, With<VoxelCube>>,
example_assets: Res<ExampleAssets>,
mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
) {
// If voxel cubes have already been spawned, don't do anything.
if !voxel_cubes.is_empty() {
return;
}
let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
return;
};
for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
continue;
};
let resolution = image.texture_descriptor.size;
let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
base: StandardMaterial::from(Color::from(RED)),
extension: VoxelVisualizationExtension {
irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
world_from_voxel: VOXEL_FROM_WORLD.inverse(),
voxel_from_world: VOXEL_FROM_WORLD,
resolution: uvec3(
resolution.width,
resolution.height,
resolution.depth_or_array_layers,
),
intensity: IRRADIANCE_VOLUME_INTENSITY,
},
},
});
let scale = vec3(
1.0 / resolution.width as f32,
1.0 / resolution.height as f32,
1.0 / resolution.depth_or_array_layers as f32,
);
// Spawn a cube for each voxel.
for z in 0..resolution.depth_or_array_layers {
for y in 0..resolution.height {
for x in 0..resolution.width {
let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
let pos = global_transform.transform_point(uvw);
let voxel_cube = commands
.spawn(MaterialMeshBundle {
mesh: example_assets.voxel_cube.clone(),
material: voxel_cube_material.clone(),
transform: Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
.with_translation(pos),
..default()
})
.insert(VoxelCube)
.insert(NotShadowCaster)
.id();
commands.entity(voxel_cube_parent).add_child(voxel_cube);
}
}
}
}
}41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
mut debug_materials: ResMut<Assets<MeshletDebugMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1))
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
CameraController::default(),
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::FULL_DAYLIGHT,
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: 15.0,
..default()
}
.build(),
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
..default()
});
// A custom file format storing a [`bevy_render::mesh::Mesh`]
// that has been converted to a [`bevy_pbr::meshlet::MeshletMesh`]
// using [`bevy_pbr::meshlet::MeshletMesh::from_mesh`], which is
// a function only available when the `meshlet_processor` cargo feature is enabled.
let meshlet_mesh_handle = asset_server.load("models/bunny.meshlet_mesh");
let debug_material = debug_materials.add(MeshletDebugMaterial::default());
for x in -2..=2 {
commands.spawn(MaterialMeshletMeshBundle {
meshlet_mesh: meshlet_mesh_handle.clone(),
material: standard_materials.add(StandardMaterial {
base_color: match x {
-2 => Srgba::hex("#dc2626").unwrap().into(),
-1 => Srgba::hex("#ea580c").unwrap().into(),
0 => Srgba::hex("#facc15").unwrap().into(),
1 => Srgba::hex("#16a34a").unwrap().into(),
2 => Srgba::hex("#0284c7").unwrap().into(),
_ => unreachable!(),
},
perceptual_roughness: (x + 2) as f32 / 4.0,
..default()
}),
transform: Transform::default()
.with_scale(Vec3::splat(0.2))
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
..default()
});
}
for x in -2..=2 {
commands.spawn(MaterialMeshletMeshBundle {
meshlet_mesh: meshlet_mesh_handle.clone(),
material: debug_material.clone(),
transform: Transform::default()
.with_scale(Vec3::splat(0.2))
.with_rotation(Quat::from_rotation_y(PI))
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
..default()
});
}
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: standard_materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
}131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270
fn setup(
mut commands: Commands,
args: Res<Args>,
mesh_assets: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<StandardMaterial>>,
images: ResMut<Assets<Image>>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let material_assets = material_assets.into_inner();
let mesh_assets = mesh_assets.into_inner();
let meshes = init_meshes(args, mesh_assets);
let material_textures = init_textures(args, images);
let materials = init_materials(args, &material_textures, material_assets);
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut material_rng = ChaCha8Rng::seed_from_u64(42);
match args.layout {
Layout::Sphere => {
// NOTE: This pattern is good for testing performance of culling as it provides roughly
// the same number of visible meshes regardless of the viewing angle.
const N_POINTS: usize = WIDTH * HEIGHT * 4;
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
let radius = WIDTH as f64 * 2.5;
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
for i in 0..N_POINTS {
let spherical_polar_theta_phi =
fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
let (mesh, transform) = meshes.choose(&mut material_rng).unwrap();
let mut cube = commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_translation((radius * unit_sphere_p).as_vec3())
.looking_at(Vec3::ZERO, Vec3::Y)
.mul_transform(*transform),
..default()
});
if args.no_frustum_culling {
cube.insert(NoFrustumCulling);
}
if args.no_automatic_batching {
cube.insert(NoAutomaticBatching);
}
}
// camera
let mut camera = commands.spawn(Camera3dBundle::default());
if args.gpu_culling {
camera.insert(GpuCulling);
}
if args.no_cpu_culling {
camera.insert(NoCpuCulling);
}
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
PbrBundle {
mesh: mesh_assets.add(Cuboid::from_size(Vec3::splat(radius as f32 * 2.2))),
material: material_assets.add(StandardMaterial::from(Color::WHITE)),
transform: Transform::from_scale(-Vec3::ONE),
..default()
},
NotShadowCaster,
));
}
_ => {
// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
// as the number of visible meshes rises and falls depending on the viewing angle.
let scale = 2.5;
for x in 0..WIDTH {
for y in 0..HEIGHT {
// introduce spaces to break any kind of moiré pattern
if x % 10 == 0 || y % 10 == 0 {
continue;
}
// cube
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * scale, (y as f32) * scale, 0.0),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(
(x as f32) * scale,
HEIGHT as f32 * scale,
(y as f32) * scale,
),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * scale, 0.0, (y as f32) * scale),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(0.0, (x as f32) * scale, (y as f32) * scale),
..default()
});
}
}
// camera
let center = 0.5 * scale * Vec3::new(WIDTH as f32, HEIGHT as f32, WIDTH as f32);
commands.spawn(Camera3dBundle {
transform: Transform::from_translation(center),
..default()
});
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
PbrBundle {
mesh: mesh_assets.add(Cuboid::from_size(2.0 * 1.1 * center)),
material: material_assets.add(StandardMaterial::from(Color::WHITE)),
transform: Transform::from_scale(-Vec3::ONE).with_translation(center),
..default()
},
NotShadowCaster,
));
}
}
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: args.shadows,
..default()
},
transform: Transform::IDENTITY.looking_at(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
..default()
});
}sourcepub const fn with_rotation(self, rotation: Quat) -> Transform
pub const fn with_rotation(self, rotation: Quat) -> Transform
Returns this Transform with a new rotation.
Examples found in repository?
61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 32000.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
});
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController::default(),
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
},
));
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate color and brightness to match
commands.insert_resource(AmbientLight {
color: Color::srgb_u8(210, 220, 240),
brightness: 1.0,
});
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}More examples
381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420
fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
// Spawn the main scene.
commands.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
),
..default()
});
// Spawn the flight helmet.
commands.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
});
// Spawn the light.
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 15000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
});
}92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139
fn setup_basic_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// Main scene
commands
.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
),
..default()
})
.insert(SceneNumber(1));
// Flight Helmet
commands.spawn((
SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
},
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 15_000.,
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
},
SceneNumber(1),
));
}41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add an object (sphere) for visualizing scaling.
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(3.0).mesh().ico(32).unwrap()),
material: materials.add(Color::from(YELLOW)),
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
Center {
max_size: 1.0,
min_size: 0.1,
scale_factor: 0.05,
},
));
// Add the cube to visualize rotation and translation.
// This cube will circle around the center_sphere
// by changing its rotation each frame and moving forward.
// Define a start transform for an orbiting cube, that's away from our central object (sphere)
// and rotate it so it will be able to move around the sphere and not towards it.
let cube_spawn =
Transform::from_translation(Vec3::Z * -10.0).with_rotation(Quat::from_rotation_y(PI / 2.));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::WHITE),
transform: cube_spawn,
..default()
},
CubeState {
start_pos: cube_spawn.translation,
move_speed: 2.0,
turn_speed: 0.2,
},
));
// Spawn a camera looking at the entities to show what's happening in this example.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 10.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Add a light source for better 3d visibility.
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn the camera
commands.spawn(Camera3dBundle {
transform: TRANSFORM_2D,
projection: PROJECTION_2D,
..Default::default()
});
// Spawn the 2D heart
commands.spawn((
PbrBundle {
// We can use the methods defined on the meshbuilder to customize the mesh.
mesh: meshes.add(HEART.mesh().resolution(50)),
material: materials.add(StandardMaterial {
emissive: RED.into(),
base_color: RED.into(),
..Default::default()
}),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
Shape2d,
));
// Spawn an extrusion of the heart.
commands.spawn((
PbrBundle {
transform: Transform::from_xyz(0., -3., -10.)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
// We can set a custom resolution for the round parts of the extrusion aswell.
mesh: meshes.add(EXTRUSION.mesh().resolution(50)),
material: materials.add(StandardMaterial {
base_color: RED.into(),
..Default::default()
}),
..Default::default()
},
Shape3d,
));
// Point light for 3D
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
intensity: 10_000_000.,
range: 100.0,
shadow_depth_bias: 0.2,
..default()
},
transform: Transform::from_xyz(8.0, 12.0, 1.0),
..default()
});
// Example instructions
commands.spawn(
TextBundle::from_section(
"Press 'B' to toggle between no bounding shapes, bounding boxes (AABBs) and bounding spheres / circles\n\
Press 'Space' to switch between 3D and 2D",
TextStyle::default(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture and retrieve its aspect ratio
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
let aspect = 0.25;
// create a new quad mesh. this is what we will apply the texture to
let quad_width = 8.0;
let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
base_color_texture: Some(texture_handle),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// textured quad - normal
commands.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// textured quad - modulated
commands.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: red_material_handle,
transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// textured quad - modulated
commands.spawn(PbrBundle {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform::from_xyz(0.0, 0.0, -1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}sourcepub const fn with_scale(self, scale: Vec3) -> Transform
pub const fn with_scale(self, scale: Vec3) -> Transform
Returns this Transform with a new scale.
Examples found in repository?
More examples
12 13 14 15 16 17 18 19 20 21 22 23 24
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(Color::from(PURPLE)),
..default()
});
}79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94
fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Capsule2d::default()).into(),
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
material: materials.add(Color::BLACK),
..default()
},
Rotate,
PIXEL_PERFECT_LAYERS,
));
}21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn(Camera2dBundle::default());
// quad
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(CustomMaterial {
color: LinearRgba::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
..default()
});
}337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut ChaCha8Rng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187
fn spawn_car_paint_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
normal_map_texture: Some(asset_server.load_with_settings(
"textures/BlueNoise-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.5,
base_color: BLUE.into(),
..default()
}),
transform: Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawn a semitransparent object with a clearcoat layer.
fn spawn_coated_glass_bubble_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
metallic: 0.5,
perceptual_roughness: 0.1,
base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawns an object with both a clearcoat normal map (a scratched varnish) and
/// a main layer normal map (the golf ball pattern).
///
/// This object is in glTF format, using the `KHR_materials_clearcoat`
/// extension.
fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")),
transform: Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawns an object with only a clearcoat normal map (a scratch pattern) and no
/// main layer normal map.
fn spawn_scratched_gold_ball(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn(PbrBundle {
mesh: sphere.clone(),
material: materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.3,
clearcoat_normal_texture: Some(asset_server.load_with_settings(
"textures/ScratchedGold-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.1,
base_color: GOLD.into(),
..default()
}),
transform: Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}- examples/ecs/hierarchy.rs
- examples/2d/mesh2d_vertex_color_texture.rs
- examples/math/sampling_primitives.rs
- examples/3d/motion_blur.rs
- examples/3d/spherical_area_lights.rs
- examples/gizmos/3d_gizmos.rs
- examples/3d/meshlet.rs
- examples/stress_tests/many_foxes.rs
- examples/games/breakout.rs
- examples/games/desk_toy.rs
- examples/3d/transmission.rs
sourcepub fn compute_matrix(&self) -> Mat4
pub fn compute_matrix(&self) -> Mat4
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
sourcepub fn compute_affine(&self) -> Affine3A
pub fn compute_affine(&self) -> Affine3A
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
sourcepub fn left(&self) -> Dir3
pub fn left(&self) -> Dir3
Equivalent to -local_x()
sourcepub fn right(&self) -> Dir3
pub fn right(&self) -> Dir3
Equivalent to local_x()
Examples found in repository?
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fn run_camera_controller(
time: Res<Time>,
mut windows: Query<&mut Window>,
mut mouse_events: EventReader<MouseMotion>,
mut scroll_events: EventReader<MouseWheel>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
key_input: Res<ButtonInput<KeyCode>>,
mut toggle_cursor_grab: Local<bool>,
mut mouse_cursor_grab: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut controller)) = query.get_single_mut() {
if !controller.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
controller.yaw = yaw;
controller.pitch = pitch;
controller.initialized = true;
info!("{}", *controller);
}
if !controller.enabled {
mouse_events.clear();
return;
}
let mut scroll = 0.0;
for scroll_event in scroll_events.read() {
let amount = match scroll_event.unit {
MouseScrollUnit::Line => scroll_event.y,
MouseScrollUnit::Pixel => scroll_event.y / 16.0,
};
scroll += amount;
}
controller.walk_speed += scroll * controller.scroll_factor * controller.walk_speed;
controller.run_speed = controller.walk_speed * 3.0;
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(controller.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(controller.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(controller.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(controller.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(controller.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(controller.key_down) {
axis_input.y -= 1.0;
}
let mut cursor_grab_change = false;
if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
*toggle_cursor_grab = !*toggle_cursor_grab;
cursor_grab_change = true;
}
if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = true;
cursor_grab_change = true;
}
if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = false;
cursor_grab_change = true;
}
let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(controller.key_run) {
controller.run_speed
} else {
controller.walk_speed
};
controller.velocity = axis_input.normalize() * max_speed;
} else {
let friction = controller.friction.clamp(0.0, 1.0);
controller.velocity *= 1.0 - friction;
if controller.velocity.length_squared() < 1e-6 {
controller.velocity = Vec3::ZERO;
}
}
let forward = *transform.forward();
let right = *transform.right();
transform.translation += controller.velocity.x * dt * right
+ controller.velocity.y * dt * Vec3::Y
+ controller.velocity.z * dt * forward;
// Handle cursor grab
if cursor_grab_change {
if cursor_grab {
for mut window in &mut windows {
if !window.focused {
continue;
}
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
}
} else {
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::None;
window.cursor.visible = true;
}
}
}
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if cursor_grab {
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
} else {
mouse_events.clear();
}
if mouse_delta != Vec2::ZERO {
// Apply look update
controller.pitch = (controller.pitch
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
.clamp(-PI / 2., PI / 2.);
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
}
}sourcepub fn local_y(&self) -> Dir3
pub fn local_y(&self) -> Dir3
Get the unit vector in the local Y direction.
Examples found in repository?
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fn rotate_cube(
mut cubes: Query<(&mut Transform, &mut CubeState), Without<Center>>,
center_spheres: Query<&Transform, With<Center>>,
timer: Res<Time>,
) {
// Calculate the point to circle around. (The position of the center_sphere)
let mut center: Vec3 = Vec3::ZERO;
for sphere in ¢er_spheres {
center += sphere.translation;
}
// Update the rotation of the cube(s).
for (mut transform, cube) in &mut cubes {
// Calculate the rotation of the cube if it would be looking at the sphere in the center.
let look_at_sphere = transform.looking_at(center, *transform.local_y());
// Interpolate between the current rotation and the fully turned rotation
// when looking a the sphere, with a given turn speed to get a smooth motion.
// With higher speed the curvature of the orbit would be smaller.
let incremental_turn_weight = cube.turn_speed * timer.delta_seconds();
let old_rotation = transform.rotation;
transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight);
}
}sourcepub fn down(&self) -> Dir3
pub fn down(&self) -> Dir3
Equivalent to -local_y()
sourcepub fn local_z(&self) -> Dir3
pub fn local_z(&self) -> Dir3
Get the unit vector in the local Z direction.
Examples found in repository?
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fn move_camera(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut mouse_wheel_input: EventReader<MouseWheel>,
mut cameras: Query<&mut Transform, With<Camera>>,
) {
let (mut distance_delta, mut theta_delta) = (0.0, 0.0);
// Handle keyboard events.
if keyboard_input.pressed(KeyCode::KeyW) {
distance_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyS) {
distance_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyA) {
theta_delta += CAMERA_KEYBOARD_ORBIT_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyD) {
theta_delta -= CAMERA_KEYBOARD_ORBIT_SPEED;
}
// Handle mouse events.
for mouse_wheel_event in mouse_wheel_input.read() {
distance_delta -= mouse_wheel_event.y * CAMERA_MOUSE_WHEEL_ZOOM_SPEED;
}
// Update transforms.
for mut camera_transform in cameras.iter_mut() {
let local_z = camera_transform.local_z().as_vec3().normalize_or_zero();
if distance_delta != 0.0 {
camera_transform.translation = (camera_transform.translation.length() + distance_delta)
.clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end)
* local_z;
}
if theta_delta != 0.0 {
camera_transform
.translate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, theta_delta));
camera_transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
}sourcepub fn forward(&self) -> Dir3
pub fn forward(&self) -> Dir3
Equivalent to -local_z()
Examples found in repository?
More examples
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fn setup_color_gradient_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorGradientMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += *transform.forward();
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Rectangle::new(0.7, 0.7)),
material: materials.add(ColorGradientMaterial {}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(2),
));
}
fn setup_image_viewer_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += *transform.forward();
// exr/hdr viewer (exr requires enabling bevy feature)
commands.spawn((
PbrBundle {
mesh: meshes.add(Rectangle::default()),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371
fn move_camera(
mut camera: Query<(&mut Transform, &mut Projection), Without<CameraTracked>>,
tracked: Query<&Transform, With<CameraTracked>>,
mode: Res<CameraMode>,
) {
let tracked = tracked.single();
let (mut transform, mut projection) = camera.single_mut();
match *mode {
CameraMode::Track => {
transform.look_at(tracked.translation, Vec3::Y);
transform.translation = Vec3::new(15.0, -0.5, 0.0);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 0.05;
}
}
CameraMode::Chase => {
transform.translation =
tracked.translation + Vec3::new(0.0, 0.15, 0.0) + tracked.back() * 0.6;
transform.look_to(*tracked.forward(), Vec3::Y);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 1.0;
}
}
}
}101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234
fn run_camera_controller(
time: Res<Time>,
mut windows: Query<&mut Window>,
mut mouse_events: EventReader<MouseMotion>,
mut scroll_events: EventReader<MouseWheel>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
key_input: Res<ButtonInput<KeyCode>>,
mut toggle_cursor_grab: Local<bool>,
mut mouse_cursor_grab: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut controller)) = query.get_single_mut() {
if !controller.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
controller.yaw = yaw;
controller.pitch = pitch;
controller.initialized = true;
info!("{}", *controller);
}
if !controller.enabled {
mouse_events.clear();
return;
}
let mut scroll = 0.0;
for scroll_event in scroll_events.read() {
let amount = match scroll_event.unit {
MouseScrollUnit::Line => scroll_event.y,
MouseScrollUnit::Pixel => scroll_event.y / 16.0,
};
scroll += amount;
}
controller.walk_speed += scroll * controller.scroll_factor * controller.walk_speed;
controller.run_speed = controller.walk_speed * 3.0;
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(controller.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(controller.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(controller.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(controller.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(controller.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(controller.key_down) {
axis_input.y -= 1.0;
}
let mut cursor_grab_change = false;
if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
*toggle_cursor_grab = !*toggle_cursor_grab;
cursor_grab_change = true;
}
if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = true;
cursor_grab_change = true;
}
if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
*mouse_cursor_grab = false;
cursor_grab_change = true;
}
let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(controller.key_run) {
controller.run_speed
} else {
controller.walk_speed
};
controller.velocity = axis_input.normalize() * max_speed;
} else {
let friction = controller.friction.clamp(0.0, 1.0);
controller.velocity *= 1.0 - friction;
if controller.velocity.length_squared() < 1e-6 {
controller.velocity = Vec3::ZERO;
}
}
let forward = *transform.forward();
let right = *transform.right();
transform.translation += controller.velocity.x * dt * right
+ controller.velocity.y * dt * Vec3::Y
+ controller.velocity.z * dt * forward;
// Handle cursor grab
if cursor_grab_change {
if cursor_grab {
for mut window in &mut windows {
if !window.focused {
continue;
}
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
}
} else {
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::None;
window.cursor.visible = true;
}
}
}
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if cursor_grab {
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
} else {
mouse_events.clear();
}
if mouse_delta != Vec2::ZERO {
// Apply look update
controller.pitch = (controller.pitch
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
.clamp(-PI / 2., PI / 2.);
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
}
}sourcepub fn back(&self) -> Dir3
pub fn back(&self) -> Dir3
Equivalent to local_z()
Examples found in repository?
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fn move_camera(
mut camera: Query<(&mut Transform, &mut Projection), Without<CameraTracked>>,
tracked: Query<&Transform, With<CameraTracked>>,
mode: Res<CameraMode>,
) {
let tracked = tracked.single();
let (mut transform, mut projection) = camera.single_mut();
match *mode {
CameraMode::Track => {
transform.look_at(tracked.translation, Vec3::Y);
transform.translation = Vec3::new(15.0, -0.5, 0.0);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 0.05;
}
}
CameraMode::Chase => {
transform.translation =
tracked.translation + Vec3::new(0.0, 0.15, 0.0) + tracked.back() * 0.6;
transform.look_to(*tracked.forward(), Vec3::Y);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 1.0;
}
}
}
}sourcepub fn rotate(&mut self, rotation: Quat)
pub fn rotate(&mut self, rotation: Quat)
Rotates this Transform by the given rotation.
If this Transform has a parent, the rotation is relative to the rotation of the parent.
§Examples
Examples found in repository?
More examples
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fn flicker_system(
mut flame: Query<&mut Transform, (With<Flicker>, With<Handle<Mesh>>)>,
mut light: Query<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Handle<Mesh>>)>,
time: Res<Time>,
) {
let s = time.elapsed_seconds();
let a = (s * 6.0).cos() * 0.0125 + (s * 4.0).cos() * 0.025;
let b = (s * 5.0).cos() * 0.0125 + (s * 3.0).cos() * 0.025;
let c = (s * 7.0).cos() * 0.0125 + (s * 2.0).cos() * 0.025;
let (mut light, mut light_transform) = light.single_mut();
let mut flame_transform = flame.single_mut();
light.intensity = 4_000.0 + 3000.0 * (a + b + c);
flame_transform.translation = Vec3::new(-1.0, 1.23, 0.0);
flame_transform.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
flame_transform.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
flame_transform.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
}94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120
fn move_directional_light(
input: Res<ButtonInput<KeyCode>>,
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
) {
let mut delta_theta = Vec2::ZERO;
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if delta_theta == Vec2::ZERO {
return;
}
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
for mut transform in directional_lights.iter_mut() {
transform.rotate(delta_quat);
}
}sourcepub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
sourcepub fn rotate_x(&mut self, angle: f32)
pub fn rotate_x(&mut self, angle: f32)
Rotates this Transform around the X axis by angle (in radians).
If this Transform has a parent, the axis is relative to the rotation of the parent.
Examples found in repository?
More examples
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.5 * time.delta_seconds());
transform.rotate_z(1.3 * time.delta_seconds());
}
}
/// Rotates the outer cube (main pass)
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.0 * time.delta_seconds());
transform.rotate_y(0.7 * time.delta_seconds());
}
}sourcepub fn rotate_y(&mut self, angle: f32)
pub fn rotate_y(&mut self, angle: f32)
Rotates this Transform around the Y axis by angle (in radians).
If this Transform has a parent, the axis is relative to the rotation of the parent.
sourcepub fn rotate_z(&mut self, angle: f32)
pub fn rotate_z(&mut self, angle: f32)
Rotates this Transform around the Z axis by angle (in radians).
If this Transform has a parent, the axis is relative to the rotation of the parent.
Examples found in repository?
More examples
sourcepub fn rotate_local(&mut self, rotation: Quat)
pub fn rotate_local(&mut self, rotation: Quat)
sourcepub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
Rotates this Transform around its local axis by angle (in radians).
sourcepub fn rotate_local_x(&mut self, angle: f32)
pub fn rotate_local_x(&mut self, angle: f32)
Rotates this Transform around its local X axis by angle (in radians).
Examples found in repository?
More examples
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fn move_player(
mut mouse_motion: EventReader<MouseMotion>,
mut player: Query<&mut Transform, With<Player>>,
) {
let mut transform = player.single_mut();
for motion in mouse_motion.read() {
let yaw = -motion.delta.x * 0.003;
let pitch = -motion.delta.y * 0.002;
// Order of rotations is important, see <https://gamedev.stackexchange.com/a/136175/103059>
transform.rotate_y(yaw);
transform.rotate_local_x(pitch);
}
}sourcepub fn rotate_local_y(&mut self, angle: f32)
pub fn rotate_local_y(&mut self, angle: f32)
Rotates this Transform around its local Y axis by angle (in radians).
Examples found in repository?
More examples
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fn move_cars(
time: Res<Time>,
mut movables: Query<(&mut Transform, &Moves, &Children)>,
mut spins: Query<&mut Transform, (Without<Moves>, With<Rotates>)>,
) {
for (mut transform, moves, children) in &mut movables {
let time = time.elapsed_seconds() * 0.25;
let t = time + 0.5 * moves.0;
let dx = t.cos();
let dz = -(3.0 * t).sin();
let speed_variation = (dx * dx + dz * dz).sqrt() * 0.15;
let t = t + speed_variation;
let prev = transform.translation;
transform.translation.x = race_track_pos(0.0, t).x;
transform.translation.z = race_track_pos(0.0, t).y;
transform.translation.y = -0.59;
let delta = transform.translation - prev;
transform.look_to(delta, Vec3::Y);
for child in children.iter() {
let Ok(mut wheel) = spins.get_mut(*child) else {
continue;
};
let radius = wheel.scale.x;
let circumference = 2.0 * std::f32::consts::PI * radius;
let angle = delta.length() / circumference * std::f32::consts::PI * 2.0;
wheel.rotate_local_y(angle);
}
}
}sourcepub fn rotate_local_z(&mut self, angle: f32)
pub fn rotate_local_z(&mut self, angle: f32)
Rotates this Transform around its local Z axis by angle (in radians).
Examples found in repository?
More examples
sourcepub fn translate_around(&mut self, point: Vec3, rotation: Quat)
pub fn translate_around(&mut self, point: Vec3, rotation: Quat)
Translates this Transform around a point in space.
If this Transform has a parent, the point is relative to the Transform of the parent.
Examples found in repository?
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fn move_camera(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut mouse_wheel_input: EventReader<MouseWheel>,
mut cameras: Query<&mut Transform, With<Camera>>,
) {
let (mut distance_delta, mut theta_delta) = (0.0, 0.0);
// Handle keyboard events.
if keyboard_input.pressed(KeyCode::KeyW) {
distance_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyS) {
distance_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyA) {
theta_delta += CAMERA_KEYBOARD_ORBIT_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyD) {
theta_delta -= CAMERA_KEYBOARD_ORBIT_SPEED;
}
// Handle mouse events.
for mouse_wheel_event in mouse_wheel_input.read() {
distance_delta -= mouse_wheel_event.y * CAMERA_MOUSE_WHEEL_ZOOM_SPEED;
}
// Update transforms.
for mut camera_transform in cameras.iter_mut() {
let local_z = camera_transform.local_z().as_vec3().normalize_or_zero();
if distance_delta != 0.0 {
camera_transform.translation = (camera_transform.translation.length() + distance_delta)
.clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end)
* local_z;
}
if theta_delta != 0.0 {
camera_transform
.translate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, theta_delta));
camera_transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
}sourcepub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
pub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
Rotates this Transform around a point in space.
If this Transform has a parent, the point is relative to the Transform of the parent.
Examples found in repository?
More examples
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fn rotation(
mut query: Query<&mut Transform, With<Camera>>,
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let mut transform = query.single_mut();
let delta = time.delta_seconds();
if input.pressed(KeyCode::ArrowLeft) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
} else if input.pressed(KeyCode::ArrowRight) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
}
}232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253
fn handle_mouse(
mut button_events: EventReader<MouseButtonInput>,
mut motion_events: EventReader<MouseMotion>,
mut camera: Query<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
// Store left-pressed state in the MousePressed resource
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(button_event.state.is_pressed());
}
// If the mouse is not pressed, just ignore motion events
if !mouse_pressed.0 {
return;
}
let displacement: f32 = motion_events.read().map(|motion| motion.delta.x).sum();
let mut camera_transform = camera.single_mut();
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 150.));
}211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234
fn handle_mouse(
mut button_events: EventReader<MouseButtonInput>,
mut motion_events: EventReader<MouseMotion>,
mut camera: Query<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
// Store left-pressed state in the MousePressed resource
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(button_event.state.is_pressed());
}
// If the mouse is not pressed, just ignore motion events
if !mouse_pressed.0 {
return;
}
let displacement = motion_events
.read()
.fold(0., |acc, mouse_motion| acc + mouse_motion.delta.x);
let mut camera_transform = camera.single_mut();
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
}sourcepub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
pub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points towards the target position,
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
Examples found in repository?
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fn animate_light(
mut lights: Query<&mut Transform, Or<(With<PointLight>, With<DirectionalLight>)>>,
time: Res<Time>,
) {
let now = time.elapsed_seconds();
for mut transform in lights.iter_mut() {
transform.translation = vec3(
f32::sin(now * 1.4),
f32::cos(now * 1.0),
f32::cos(now * 0.6),
) * vec3(3.0, 4.0, 3.0);
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321
fn rotate_camera(
time: Res<Time>,
mut camera_query: Query<&mut Transform, With<Camera3d>>,
app_status: Res<AppStatus>,
) {
if !app_status.rotating {
return;
}
for mut transform in camera_query.iter_mut() {
transform.translation = Vec2::from_angle(time.delta_seconds() * PI / 5.0)
.rotate(transform.translation.xz())
.extend(transform.translation.y)
.xzy();
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379
fn rotate_camera(
mut camera_query: Query<&mut Transform, With<Camera3d>>,
time: Res<Time>,
app_status: Res<AppStatus>,
) {
if !app_status.rotating {
return;
}
for mut transform in camera_query.iter_mut() {
transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
.rotate(transform.translation.xz())
.extend(transform.translation.y)
.xzy();
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}sourcepub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
pub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points in the given direction
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::NEG_Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
Examples found in repository?
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fn input_handler(
keyboard_input: Res<ButtonInput<KeyCode>>,
mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
mut meshes: ResMut<Assets<Mesh>>,
mut query: Query<&mut Transform, With<CustomUV>>,
time: Res<Time>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
let mesh_handle = mesh_query.get_single().expect("Query not successful");
let mesh = meshes.get_mut(mesh_handle).unwrap();
toggle_texture(mesh);
}
if keyboard_input.pressed(KeyCode::KeyX) {
for mut transform in &mut query {
transform.rotate_x(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyY) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyZ) {
for mut transform in &mut query {
transform.rotate_z(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyR) {
for mut transform in &mut query {
transform.look_to(Vec3::NEG_Z, Vec3::Y);
}
}
}More examples
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fn move_cars(
time: Res<Time>,
mut movables: Query<(&mut Transform, &Moves, &Children)>,
mut spins: Query<&mut Transform, (Without<Moves>, With<Rotates>)>,
) {
for (mut transform, moves, children) in &mut movables {
let time = time.elapsed_seconds() * 0.25;
let t = time + 0.5 * moves.0;
let dx = t.cos();
let dz = -(3.0 * t).sin();
let speed_variation = (dx * dx + dz * dz).sqrt() * 0.15;
let t = t + speed_variation;
let prev = transform.translation;
transform.translation.x = race_track_pos(0.0, t).x;
transform.translation.z = race_track_pos(0.0, t).y;
transform.translation.y = -0.59;
let delta = transform.translation - prev;
transform.look_to(delta, Vec3::Y);
for child in children.iter() {
let Ok(mut wheel) = spins.get_mut(*child) else {
continue;
};
let radius = wheel.scale.x;
let circumference = 2.0 * std::f32::consts::PI * radius;
let angle = delta.length() / circumference * std::f32::consts::PI * 2.0;
wheel.rotate_local_y(angle);
}
}
}
fn move_camera(
mut camera: Query<(&mut Transform, &mut Projection), Without<CameraTracked>>,
tracked: Query<&Transform, With<CameraTracked>>,
mode: Res<CameraMode>,
) {
let tracked = tracked.single();
let (mut transform, mut projection) = camera.single_mut();
match *mode {
CameraMode::Track => {
transform.look_at(tracked.translation, Vec3::Y);
transform.translation = Vec3::new(15.0, -0.5, 0.0);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 0.05;
}
}
CameraMode::Chase => {
transform.translation =
tracked.translation + Vec3::new(0.0, 0.15, 0.0) + tracked.back() * 0.6;
transform.look_to(*tracked.forward(), Vec3::Y);
if let Projection::Perspective(perspective) = &mut *projection {
perspective.fov = 1.0;
}
}
}
}sourcepub fn align(
&mut self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>,
)
pub fn align( &mut self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3>, )
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
More precisely, the Transform::rotation produced will be such that:
- applying it to
main_axisresults inmain_direction - applying it to
secondary_axisproduces a vector that lies in the half-plane generated bymain_directionandsecondary_direction(with positive contribution bysecondary_direction)
Transform::look_to is recovered, for instance, when main_axis is Dir3::NEG_Z (the Transform::forward
direction in the default orientation) and secondary_axis is Dir3::Y (the Transform::up direction in the default
orientation). (Failure cases may differ somewhat.)
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
Example
t1.align(Dir3::X, Dir3::Y, Vec3::new(1., 1., 0.), Dir3::Z);
let main_axis_image = t1.rotation * Dir3::X;
let secondary_axis_image = t1.rotation * Vec3::new(1., 1., 0.);
assert!(main_axis_image.abs_diff_eq(Vec3::Y, 1e-5));
assert!(secondary_axis_image.abs_diff_eq(Vec3::new(0., 1., 1.), 1e-5));
t1.align(Vec3::ZERO, Dir3::Z, Vec3::ZERO, Dir3::X);
t2.align(Dir3::X, Dir3::Z, Dir3::Y, Dir3::X);
assert_eq!(t1.rotation, t2.rotation);
t1.align(Dir3::X, Dir3::Z, Dir3::X, Dir3::Y);
assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));sourcepub fn mul_transform(&self, transform: Transform) -> Transform
pub fn mul_transform(&self, transform: Transform) -> Transform
Multiplies self with transform component by component, returning the
resulting Transform
Examples found in repository?
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fn setup(
mut commands: Commands,
args: Res<Args>,
mesh_assets: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<StandardMaterial>>,
images: ResMut<Assets<Image>>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let material_assets = material_assets.into_inner();
let mesh_assets = mesh_assets.into_inner();
let meshes = init_meshes(args, mesh_assets);
let material_textures = init_textures(args, images);
let materials = init_materials(args, &material_textures, material_assets);
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut material_rng = ChaCha8Rng::seed_from_u64(42);
match args.layout {
Layout::Sphere => {
// NOTE: This pattern is good for testing performance of culling as it provides roughly
// the same number of visible meshes regardless of the viewing angle.
const N_POINTS: usize = WIDTH * HEIGHT * 4;
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
let radius = WIDTH as f64 * 2.5;
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
for i in 0..N_POINTS {
let spherical_polar_theta_phi =
fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
let (mesh, transform) = meshes.choose(&mut material_rng).unwrap();
let mut cube = commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_translation((radius * unit_sphere_p).as_vec3())
.looking_at(Vec3::ZERO, Vec3::Y)
.mul_transform(*transform),
..default()
});
if args.no_frustum_culling {
cube.insert(NoFrustumCulling);
}
if args.no_automatic_batching {
cube.insert(NoAutomaticBatching);
}
}
// camera
let mut camera = commands.spawn(Camera3dBundle::default());
if args.gpu_culling {
camera.insert(GpuCulling);
}
if args.no_cpu_culling {
camera.insert(NoCpuCulling);
}
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
PbrBundle {
mesh: mesh_assets.add(Cuboid::from_size(Vec3::splat(radius as f32 * 2.2))),
material: material_assets.add(StandardMaterial::from(Color::WHITE)),
transform: Transform::from_scale(-Vec3::ONE),
..default()
},
NotShadowCaster,
));
}
_ => {
// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
// as the number of visible meshes rises and falls depending on the viewing angle.
let scale = 2.5;
for x in 0..WIDTH {
for y in 0..HEIGHT {
// introduce spaces to break any kind of moiré pattern
if x % 10 == 0 || y % 10 == 0 {
continue;
}
// cube
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * scale, (y as f32) * scale, 0.0),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(
(x as f32) * scale,
HEIGHT as f32 * scale,
(y as f32) * scale,
),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * scale, 0.0, (y as f32) * scale),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.choose(&mut material_rng).unwrap().0.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(0.0, (x as f32) * scale, (y as f32) * scale),
..default()
});
}
}
// camera
let center = 0.5 * scale * Vec3::new(WIDTH as f32, HEIGHT as f32, WIDTH as f32);
commands.spawn(Camera3dBundle {
transform: Transform::from_translation(center),
..default()
});
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
PbrBundle {
mesh: mesh_assets.add(Cuboid::from_size(2.0 * 1.1 * center)),
material: material_assets.add(StandardMaterial::from(Color::WHITE)),
transform: Transform::from_scale(-Vec3::ONE).with_translation(center),
..default()
},
NotShadowCaster,
));
}
}
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: args.shadows,
..default()
},
transform: Transform::IDENTITY.looking_at(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
..default()
});
}sourcepub fn transform_point(&self, point: Vec3) -> Vec3
pub fn transform_point(&self, point: Vec3) -> Vec3
Transforms the given point, applying scale, rotation and translation.
If this Transform has a parent, this will transform a point that is
relative to the parent’s Transform into one relative to this Transform.
If this Transform does not have a parent, this will transform a point
that is in global space into one relative to this Transform.
If you want to transform a point in global space to the local space of this Transform,
consider using GlobalTransform::transform_point() instead.
Trait Implementations§
source§impl Animatable for Transform
impl Animatable for Transform
source§fn blend(inputs: impl Iterator<Item = BlendInput<Transform>>) -> Transform
fn blend(inputs: impl Iterator<Item = BlendInput<Transform>>) -> Transform
source§fn post_process(&mut self, _world: &World)
fn post_process(&mut self, _world: &World)
World.
Most animatable types do not need to implement this.source§impl Component for Transform
impl Component for Transform
source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks.source§impl<'de> Deserialize<'de> for Transform
impl<'de> Deserialize<'de> for Transform
source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<Transform, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<Transform, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
source§impl From<GlobalTransform> for Transform
impl From<GlobalTransform> for Transform
The transform is expected to be non-degenerate and without shearing, or the output will be invalid.
source§fn from(transform: GlobalTransform) -> Transform
fn from(transform: GlobalTransform) -> Transform
source§impl From<Transform> for GlobalTransform
impl From<Transform> for GlobalTransform
source§fn from(transform: Transform) -> GlobalTransform
fn from(transform: Transform) -> GlobalTransform
source§impl From<Transform> for SpatialBundle
impl From<Transform> for SpatialBundle
source§fn from(transform: Transform) -> SpatialBundle
fn from(transform: Transform) -> SpatialBundle
source§impl From<Transform> for TransformBundle
impl From<Transform> for TransformBundle
source§fn from(transform: Transform) -> TransformBundle
fn from(transform: Transform) -> TransformBundle
source§impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
Self from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self using,
constructing the value using from_reflect if that fails. Read moresource§impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl Mul<GlobalTransform> for Transform
impl Mul<GlobalTransform> for Transform
source§type Output = GlobalTransform
type Output = GlobalTransform
* operator.source§fn mul(
self,
global_transform: GlobalTransform,
) -> <Transform as Mul<GlobalTransform>>::Output
fn mul( self, global_transform: GlobalTransform, ) -> <Transform as Mul<GlobalTransform>>::Output
* operation. Read moresource§impl Mul<Transform> for GlobalTransform
impl Mul<Transform> for GlobalTransform
source§impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any.source§fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Transform>) -> ReflectOwned
fn reflect_owned(self: Box<Transform>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Serialize for Transform
impl Serialize for Transform
source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
source§impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name as a &dyn Reflect.source§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name as a
&mut dyn Reflect.source§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index as a
&dyn Reflect.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index.source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct.source§impl TransformPoint for Transform
impl TransformPoint for Transform
source§impl TypePath for Transform
impl TypePath for Transform
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Copy for Transform
impl StructuralPartialEq for Transform
Auto Trait Implementations§
impl Freeze for Transform
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit)source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
TypePath::type_ident.source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
TypePath::crate_name.source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self using data from the given World.source§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere
S: Struct,
source§impl<T> GetPath for T
impl<T> GetPath for T
source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
path. Read moresource§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
path. Read moresource§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
path. Read moresource§fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
path. Read moresource§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moresource§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
source§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian().