bevy_mod_lookat
e
A Bevy Plugin and library to help with rotating an entity towards a target even through hierarchies
Features
- Rotates an entity towards another in the world continusly.
Bevy version |
Crate version |
0.15 |
0.2 |
0.14 |
0.1 |
Example
//! A simple 3D scene with light shining over a cube sitting on a plane.
#![feature(test)]
extern crate test;
use bevy::{color::palettes::css::*, prelude::*, render::primitives::Aabb};
use bevy_mod_lookat::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RotateTowardsPlugin)
.add_systems(Startup, setup)
.add_systems(Update, (mover, rotate, draw_axes, draw_forward))
.run();
}
#[derive(Component)]
struct Move;
#[derive(Component)]
struct Rotate;
#[derive(Component)]
struct ShowAxes;
#[derive(Component)]
struct ShowForward;
fn draw_axes(mut gizmos: Gizmos, query: Query<(&GlobalTransform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let t = transform.compute_transform();
let length = aabb.half_extents.length();
gizmos.axes(t, length);
}
}
fn draw_forward(mut gizmos: Gizmos, query: Query<&GlobalTransform, With<ShowForward>>) {
for &transform in &query {
let t = transform.compute_transform();
gizmos.line(
t.translation,
t.translation + t.forward() * 6.0,
Color::BLACK,
);
}
}
fn rotate(mut query: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
for mut transform in &mut query {
transform.rotate_y(time.delta_secs() / 2.);
transform.rotate_x(time.delta_secs());
}
}
fn mover(time: Res<Time>, mut ents: Query<&mut Transform, With<Move>>) {
let distance = 2.0;
for mut ent in ents.iter_mut() {
ent.translation.x = distance * f32::sin(time.elapsed().as_secs_f32());
ent.translation.z = distance * f32::cos(time.elapsed().as_secs_f32());
ent.translation.y = 1.5 + 0.5 * distance * f32::cos(3.0 * time.elapsed().as_secs_f32());
}
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn((
Mesh3d(meshes.add(Circle::new(4.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
let target_id = commands
.spawn((
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
MeshMaterial3d(materials.add(Color::from(DARK_RED))),
Transform::from_xyz(1.0, 0.5, 1.0),
Move,
Rotate,
ShowAxes,
))
.id();
// cube
commands
.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
Transform::from_xyz(3.5, 0.5, 0.0),
ShowAxes,
))
.with_children(|commands| {
commands
.spawn((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
MeshMaterial3d(materials.add(Color::srgb_u8(124, 100, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
Rotate,
ShowAxes,
))
.with_children(|parent| {
parent.spawn((
Mesh3d(meshes.add(Cuboid::new(0.3, 0.1, 2.0))),
MeshMaterial3d(materials.add(Color::from(GREEN))),
Transform::from_xyz(0.0, 0.7, 0.0),
RotateTo {
entity: target_id,
// this choses what the flat side should be in relation towards
updir: UpDirection::Parent,
},
ShowForward,
));
});
});
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
#[cfg(test)]
mod tests {
use super::*;
use test::bench::Bencher;
#[bench]
fn bench(b: &mut Bencher) {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
let mut commands = app.world_mut().commands();
// circular base
commands.spawn(SpatialBundle {
transform: Transform::from_rotation(Quat::from_rotation_x(
-std::f32::consts::FRAC_PI_2,
)),
..default()
});
for i in 0..100 {
let target_id = commands
.spawn((
SpatialBundle {
transform: Transform::from_xyz(i as f32 * 1.0, 0.5, 1.0),
..default()
},
Move,
Rotate,
))
.id();
// cube
commands
.spawn((SpatialBundle {
transform: Transform::from_xyz(3.5, 0.5, i as f32 * 1.0),
..default()
},))
.with_children(|commands| {
commands
.spawn((
Rotate,
SpatialBundle {
transform: Transform::from_xyz(0.0, i as f32 * 0.5, 0.0),
..default()
},
))
.with_children(|parent| {
parent.spawn((
SpatialBundle {
transform: Transform::from_xyz(0.0, i as f32 * 0.7, 0.0),
..default()
},
RotateTo {
entity: target_id,
// this choses what the flat side should be in relation towards
updir: UpDirection::Parent,
},
ShowForward,
));
});
});
}
app.add_plugins(RotateTowardsPlugin)
.add_systems(Update, (mover, rotate));
// move past the Startup state
for i in 0..20 {
app.update();
}
b.iter(|| {
app.update();
});
}
}