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.

§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: Vec3

Position of the entity. In 2d, the last value of the Vec3 is used for z-ordering.

See the translations example for usage.

§rotation: Quat

Rotation of the entity.

See the 3d_rotation example for usage.

§scale: Vec3

Scale of the entity.

See the scale example for usage.

Implementations§

source§

impl Transform

source

pub const IDENTITY: Transform = _

An identity Transform with no translation, rotation, and a scale of 1 on all axes.

source

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?
examples/3d/reflection_probes.rs (line 113)
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fn spawn_camera(commands: &mut Commands) {
    commands.spawn(Camera3dBundle {
        camera: Camera {
            hdr: true,
            ..default()
        },
        transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
More examples
Hide additional examples
examples/3d/lightmaps.rs (line 22)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/CornellBox/CornellBox.glb#Scene0"),
        ..default()
    });

    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-278.0, 273.0, 800.0),
        ..default()
    });
}
examples/2d/move_sprite.rs (line 24)
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpriteBundle {
            texture: asset_server.load("branding/icon.png"),
            transform: Transform::from_xyz(100., 0., 0.),
            ..default()
        },
        Direction::Up,
    ));
}
examples/3d/irradiance_volumes.rs (line 234)
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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_TRANSFORM),
            ..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);
}
examples/stress_tests/many_gizmos.rs (line 86)
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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 {
            font_size: 30.,
            ..default()
        },
    ));
}
examples/games/alien_cake_addict.rs (lines 97-101)
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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>) {
    // 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("models/AlienCake/tile.glb#Scene0");
    game.board = (0..BOARD_SIZE_J)
        .map(|j| {
            (0..BOARD_SIZE_I)
                .map(|i| {
                    let height = rand::thread_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("models/AlienCake/alien.glb#Scene0"),
                ..default()
            })
            .id(),
    );

    // load the scene for the cake
    game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");

    // scoreboard
    commands.spawn(
        TextBundle::from_section(
            "Score:",
            TextStyle {
                font_size: 40.0,
                color: Color::rgb(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()
        }),
    );
}

// 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);
    }
}

// despawn the bonus if there is one, then spawn a new one at a random location
fn spawn_bonus(
    time: Res<Time>,
    mut timer: ResMut<BonusSpawnTimer>,
    mut next_state: ResMut<NextState<GameState>>,
    mut commands: Commands,
    mut game: ResMut<Game>,
) {
    // make sure we wait enough time before spawning the next cake
    if !timer.0.tick(time.delta()).finished() {
        return;
    }

    if let Some(entity) = game.bonus.entity {
        game.score -= 3;
        commands.entity(entity).despawn_recursive();
        game.bonus.entity = None;
        if game.score <= -5 {
            next_state.set(GameState::GameOver);
            return;
        }
    }

    // ensure bonus doesn't spawn on the player
    loop {
        game.bonus.i = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
        game.bonus.j = rand::thread_rng().gen_range(0..BOARD_SIZE_J);
        if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
            break;
        }
    }
    game.bonus.entity = Some(
        commands
            .spawn(SceneBundle {
                transform: Transform::from_xyz(
                    game.bonus.i as f32,
                    game.board[game.bonus.j][game.bonus.i].height + 0.2,
                    game.bonus.j as f32,
                ),
                scene: game.bonus.handle.clone(),
                ..default()
            })
            .with_children(|children| {
                children.spawn(PointLightBundle {
                    point_light: PointLight {
                        color: Color::rgb(1.0, 1.0, 0.0),
                        intensity: 500_000.0,
                        range: 10.0,
                        ..default()
                    },
                    transform: Transform::from_xyz(0.0, 2.0, 0.0),
                    ..default()
                });
            })
            .id(),
    );
}
source

pub fn from_matrix(matrix: Mat4) -> Transform

Extracts the translation, rotation, and scale from matrix. It must be a 3d affine transformation matrix.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 246)
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fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
    commands
        .spawn(SpatialBundle {
            transform: Transform::from_matrix(VOXEL_TRANSFORM),
            ..SpatialBundle::default()
        })
        .insert(IrradianceVolume {
            voxels: assets.irradiance_volume.clone(),
            intensity: IRRADIANCE_VOLUME_INTENSITY,
        })
        .insert(LightProbe);
}
source

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?
examples/stress_tests/many_sprites.rs (line 111)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    camera_transform.rotate_z(time.delta_seconds() * 0.5);
    *camera_transform = *camera_transform
        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
}
More examples
Hide additional examples
examples/stress_tests/many_animated_sprites.rs (line 115)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
    *camera_transform = *camera_transform
        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
}
examples/math/render_primitives.rs (line 282)
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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,
    asset_server: Res<AssetServer>,
    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 font_size = 24.0;
    let font: Handle<Font> = asset_server.load("fonts/FiraMono-Medium.ttf");
    let style = TextStyle {
        font,
        font_size,
        color: Color::WHITE,
    };
    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 = new_text.clone();
        };
    });
}

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 => gizmos.primitive_2d(ELLIPSE, POSITION, angle, color),
        PrimitiveSelected::Triangle => gizmos.primitive_2d(TRIANGLE, 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(REGULAR_POLYGON, POSITION, angle, color);
        }
        PrimitiveSelected::Capsule => gizmos.primitive_2d(CAPSULE_2D, POSITION, angle, color),
        PrimitiveSelected::Cylinder => {}
        PrimitiveSelected::Cone => {}
        PrimitiveSelected::ConicalFrustrum => {}
        PrimitiveSelected::Torus => {}
    }
}

/// 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()),
        Some(CIRCLE.mesh().build()),
        Some(ELLIPSE.mesh().build()),
        Some(TRIANGLE.mesh()),
        None, // plane
        None, // line
        None, // segment
        None, // polyline
        None, // polygon
        Some(REGULAR_POLYGON.mesh()),
        Some(CAPSULE_2D.mesh().build()),
        None, // cylinder
        None, // cone
        None, // conical frustrum
        None, // torus
    ]
    .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()),
        Some(SPHERE.mesh().build()),
        None, // ellipse
        None, // triangle
        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 frustrum
        Some(TORUS.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()
                },
            ));
        }
    });
}
examples/3d/3d_viewport_to_world.rs (line 68)
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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::rgb(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()
    });
}
examples/stress_tests/bevymark.rs (line 349)
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fn bird_velocity_transform(
    half_extents: Vec2,
    mut translation: Vec3,
    velocity_rng: &mut StdRng,
    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 (line 31)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Spawn a cube to rotate.
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(Color::WHITE),
            transform: Transform::from_translation(Vec3::ZERO),
            ..default()
        },
        Rotatable { speed: 0.3 },
    ));

    // 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 so we can see clearly.
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
source

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?
examples/animation/morph_targets.rs (line 47)
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fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
    commands.insert_resource(MorphData {
        the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"),
        mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
    });
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
        ..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()
    });
}
More examples
Hide additional examples
examples/transforms/scale.rs (line 47)
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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()
    });
}
examples/3d/3d_scene.rs (line 22)
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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::rgb_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()
    });
}
examples/animation/animated_fox.rs (line 55)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Insert a resource with the current scene information
    commands.insert_resource(Animations(vec![
        asset_server.load("models/animated/Fox.glb#Animation2"),
        asset_server.load("models/animated/Fox.glb#Animation1"),
        asset_server.load("models/animated/Fox.glb#Animation0"),
    ]));

    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(100.0, 100.0, 150.0)
            .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
        ..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()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 200.0,
            maximum_distance: 400.0,
            ..default()
        }
        .into(),
        ..default()
    });

    // Fox
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/animated/Fox.glb#Scene0"),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - digit 1 / 3 / 5: play the animation <digit> times");
    println!("  - L: loop the animation forever");
    println!("  - return: change animation");
}
examples/3d/texture.rs (line 67)
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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::rgba(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::rgba(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()
    });
}
examples/3d/ssao.rs (lines 87-92)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    asset_server: Res<AssetServer>,
) {
    commands
        .spawn(Camera3dBundle {
            camera: Camera {
                hdr: true,
                ..default()
            },
            transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        })
        .insert(ScreenSpaceAmbientOcclusionBundle::default())
        .insert(TemporalAntiAliasBundle::default());

    let material = materials.add(StandardMaterial {
        base_color: Color::rgb(0.5, 0.5, 0.5),
        perceptual_roughness: 1.0,
        reflectance: 0.0,
        ..default()
    });
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material: material.clone(),
        transform: Transform::from_xyz(0.0, 0.0, 1.0),
        ..default()
    });
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material: material.clone(),
        transform: Transform::from_xyz(0.0, -1.0, 0.0),
        ..default()
    });
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material,
        transform: Transform::from_xyz(1.0, 0.0, 0.0),
        ..default()
    });
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Sphere::new(0.4).mesh().uv(72, 36)),
            material: materials.add(StandardMaterial {
                base_color: Color::rgb(0.4, 0.4, 0.4),
                perceptual_roughness: 1.0,
                reflectance: 0.0,
                ..default()
            }),
            ..default()
        },
        SphereMarker,
    ));

    commands.spawn(DirectionalLightBundle {
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_rotation(Quat::from_euler(
            EulerRot::ZYX,
            0.0,
            PI * -0.15,
            PI * -0.15,
        )),
        ..default()
    });

    commands.spawn(
        TextBundle::from_section(
            "",
            TextStyle {
                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
                font_size: 26.0,
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            bottom: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}
source

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?
examples/3d/irradiance_volumes.rs (line 294)
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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, asset_server: &AssetServer) {
    commands.spawn(
        TextBundle {
            text: app_status.create_text(asset_server),
            ..TextBundle::default()
        }
        .with_style(Style {
            position_type: PositionType::Absolute,
            bottom: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}

// A system that updates the help text.
fn update_text(
    mut text_query: Query<&mut Text>,
    app_status: Res<AppStatus>,
    asset_server: Res<AssetServer>,
) {
    for mut text in text_query.iter_mut() {
        *text = app_status.create_text(&asset_server);
    }
}

impl AppStatus {
    // Constructs the help text at the bottom of the screen based on the
    // application status.
    fn create_text(&self, asset_server: &AssetServer) -> 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 {
                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
                font_size: 24.0,
                color: Color::ANTIQUE_WHITE,
            },
        )
    }
}

// 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, Plane3d::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 {
        // Load all the assets.
        let asset_server = world.resource::<AssetServer>();
        let fox = asset_server.load("models/animated/Fox.glb#Scene0");
        let main_scene =
            asset_server.load("models/IrradianceVolumeExample/IrradianceVolumeExample.glb#Scene0");
        let irradiance_volume = asset_server.load::<Image>("irradiance_volumes/Example.vxgi.ktx2");
        let fox_animation =
            asset_server.load::<AnimationClip>("models/animated/Fox.glb#Animation1");

        // 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.
        let skybox = asset_server.load::<Image>("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");

        let mut mesh_assets = world.resource_mut::<Assets<Mesh>>();
        let main_sphere = mesh_assets.add(Sphere::default().mesh().uv(32, 18));
        let voxel_cube = mesh_assets.add(Cuboid::default());

        let mut standard_material_assets = world.resource_mut::<Assets<StandardMaterial>>();
        let main_material = standard_material_assets.add(Color::SILVER);

        ExampleAssets {
            main_sphere,
            fox,
            main_sphere_material: main_material,
            main_scene,
            irradiance_volume,
            fox_animation,
            voxel_cube,
            skybox,
        }
    }
}

// Plays the animation on the fox.
fn play_animations(assets: Res<ExampleAssets>, mut players: Query<&mut AnimationPlayer>) {
    for mut player in players.iter_mut() {
        // This will safely do nothing if the animation is already playing.
        player.play(assets.fox_animation.clone()).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::RED),
            extension: VoxelVisualizationExtension {
                irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
                    transform: VOXEL_TRANSFORM.inverse(),
                    inverse_transform: VOXEL_TRANSFORM,
                    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
Hide additional examples
examples/ecs/parallel_query.rs (line 18)
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    let texture = asset_server.load("branding/icon.png");
    let mut rng = StdRng::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)),
        ));
    }
}
examples/2d/custom_gltf_vertex_attribute.rs (line 49)
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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("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
    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() });
}
examples/3d/reflection_probes.rs (line 146)
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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,
        },
    });
}
examples/2d/sprite_sheet.rs (line 57)
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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(Vec2::new(24.0, 24.0), 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((
        SpriteSheetBundle {
            texture,
            atlas: TextureAtlas {
                layout: texture_atlas_layout,
                index: animation_indices.first,
            },
            transform: Transform::from_scale(Vec3::splat(6.0)),
            ..default()
        },
        animation_indices,
        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
    ));
}
examples/3d/atmospheric_fog.rs (line 89)
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fn setup_terrain_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    asset_server: Res<AssetServer>,
) {
    // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
    let cascade_shadow_config = CascadeShadowConfigBuilder {
        first_cascade_far_bound: 0.3,
        maximum_distance: 3.0,
        ..default()
    }
    .build();

    // Sun
    commands.spawn(DirectionalLightBundle {
        directional_light: DirectionalLight {
            color: Color::rgb(0.98, 0.95, 0.82),
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(0.0, 0.0, 0.0)
            .looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
        cascade_shadow_config,
        ..default()
    });

    // Terrain
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/terrain/Mountains.gltf#Scene0"),
        ..default()
    });

    // Sky
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
            material: materials.add(StandardMaterial {
                base_color: Color::hex("888888").unwrap(),
                unlit: true,
                cull_mode: None,
                ..default()
            }),
            transform: Transform::from_scale(Vec3::splat(20.0)),
            ..default()
        },
        NotShadowCaster,
    ));
}
source

pub fn looking_at(self, target: Vec3, up: Vec3) -> 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 target is the same as the transform translation, Vec3::Z is used instead
  • if up is zero, Vec3::Y is used instead
  • if the resulting forward direction is parallel with up, an orthogonal vector is used as the “right” direction
Examples found in repository?
examples/3d/reflection_probes.rs (line 113)
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fn spawn_camera(commands: &mut Commands) {
    commands.spawn(Camera3dBundle {
        camera: Camera {
            hdr: true,
            ..default()
        },
        transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
More examples
Hide additional examples
examples/3d/irradiance_volumes.rs (line 234)
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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,
        });
}
examples/stress_tests/many_gizmos.rs (line 86)
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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 {
            font_size: 30.,
            ..default()
        },
    ));
}
examples/games/alien_cake_addict.rs (line 102)
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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>) {
    // 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("models/AlienCake/tile.glb#Scene0");
    game.board = (0..BOARD_SIZE_J)
        .map(|j| {
            (0..BOARD_SIZE_I)
                .map(|i| {
                    let height = rand::thread_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("models/AlienCake/alien.glb#Scene0"),
                ..default()
            })
            .id(),
    );

    // load the scene for the cake
    game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");

    // scoreboard
    commands.spawn(
        TextBundle::from_section(
            "Score:",
            TextStyle {
                font_size: 40.0,
                color: Color::rgb(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()
        }),
    );
}

// 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);
    }
}
examples/animation/gltf_skinned_mesh.rs (line 24)
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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("models/SimpleSkin/SimpleSkin.gltf#Scene0"),
        ..default()
    });
}
examples/math/render_primitives.rs (line 267)
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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()
    });
}
source

pub fn looking_to(self, direction: Vec3, up: Vec3) -> 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 direction is zero, Vec3::Z is used instead
  • if up is zero, Vec3::Y is used instead
  • if direction is parallel with up, an orthogonal vector is used as the “right” direction
source

pub const fn with_translation(self, translation: Vec3) -> Transform

Returns this Transform with a new translation.

Examples found in repository?
examples/3d/fog.rs (line 82)
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fn setup_pyramid_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let stone = materials.add(StandardMaterial {
        base_color: Color::hex("28221B").unwrap(),
        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: Color::hex("126212CC").unwrap(),
                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: Color::hex("888888").unwrap(),
            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()
    });
}
More examples
Hide additional examples
examples/3d/irradiance_volumes.rs (line 615)
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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::RED),
            extension: VoxelVisualizationExtension {
                irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
                    transform: VOXEL_TRANSFORM.inverse(),
                    inverse_transform: VOXEL_TRANSFORM,
                    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);
                }
            }
        }
    }
}
source

pub const fn with_rotation(self, rotation: Quat) -> Transform

Returns this Transform with a new rotation.

Examples found in repository?
examples/3d/skybox.rs (line 69)
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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::rgb_u8(210, 220, 240),
        brightness: 1.0,
    });

    commands.insert_resource(Cubemap {
        is_loaded: false,
        index: 0,
        image_handle: skybox_handle,
    });
}
More examples
Hide additional examples
examples/3d/3d_shapes.rs (line 60)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut images: ResMut<Assets<Image>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let debug_material = materials.add(StandardMaterial {
        base_color_texture: Some(images.add(uv_debug_texture())),
        ..default()
    });

    let shapes = [
        meshes.add(Cuboid::default()),
        meshes.add(Capsule3d::default()),
        meshes.add(Torus::default()),
        meshes.add(Cylinder::default()),
        meshes.add(Sphere::default().mesh().ico(5).unwrap()),
        meshes.add(Sphere::default().mesh().uv(32, 18)),
    ];

    let num_shapes = shapes.len();

    for (i, shape) in shapes.into_iter().enumerate() {
        commands.spawn((
            PbrBundle {
                mesh: shape,
                material: debug_material.clone(),
                transform: Transform::from_xyz(
                    -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
                    2.0,
                    0.0,
                )
                .with_rotation(Quat::from_rotation_x(-PI / 4.)),
                ..default()
            },
            Shape,
        ));
    }

    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            intensity: 10_000_000.,
            range: 100.0,
            ..default()
        },
        transform: Transform::from_xyz(8.0, 16.0, 8.0),
        ..default()
    });

    // ground plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
        material: materials.add(Color::SILVER),
        ..default()
    });

    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
        ..default()
    });
}
examples/transforms/transform.rs (line 67)
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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::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()
    });
}
examples/3d/texture.rs (line 60)
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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::rgba(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::rgba(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()
    });
}
examples/ui/render_ui_to_texture.rs (line 122)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
) {
    let size = Extent3d {
        width: 512,
        height: 512,
        ..default()
    };

    // This is the texture that will be rendered to.
    let mut image = Image {
        texture_descriptor: TextureDescriptor {
            label: None,
            size,
            dimension: TextureDimension::D2,
            format: TextureFormat::Bgra8UnormSrgb,
            mip_level_count: 1,
            sample_count: 1,
            usage: TextureUsages::TEXTURE_BINDING
                | TextureUsages::COPY_DST
                | TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        },
        ..default()
    };

    // fill image.data with zeroes
    image.resize(size);

    let image_handle = images.add(image);

    // Light
    commands.spawn(DirectionalLightBundle::default());

    let texture_camera = commands
        .spawn(Camera2dBundle {
            camera: Camera {
                // render before the "main pass" camera
                order: -1,
                target: RenderTarget::Image(image_handle.clone()),
                ..default()
            },
            ..default()
        })
        .id();

    commands
        .spawn((
            NodeBundle {
                style: Style {
                    // Cover the whole image
                    width: Val::Percent(100.),
                    height: Val::Percent(100.),
                    flex_direction: FlexDirection::Column,
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                background_color: Color::GOLD.into(),
                ..default()
            },
            TargetCamera(texture_camera),
        ))
        .with_children(|parent| {
            parent.spawn(TextBundle::from_section(
                "This is a cube",
                TextStyle {
                    font_size: 40.0,
                    color: Color::BLACK,
                    ..default()
                },
            ));
        });

    let cube_size = 4.0;
    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));

    // This material has the texture that has been rendered.
    let material_handle = materials.add(StandardMaterial {
        base_color_texture: Some(image_handle),
        reflectance: 0.02,
        unlit: false,

        ..default()
    });

    // Cube with material containing the rendered UI texture.
    commands.spawn((
        PbrBundle {
            mesh: cube_handle,
            material: material_handle,
            transform: Transform::from_xyz(0.0, 0.0, 1.5)
                .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
            ..default()
        },
        Cube,
    ));

    // The main pass camera.
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
examples/3d/tonemapping.rs (line 184)
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fn setup_basic_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
    asset_server: Res<AssetServer>,
) {
    // plane
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
            material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
            ..default()
        },
        SceneNumber(1),
    ));

    // cubes
    let cube_material = materials.add(StandardMaterial {
        base_color_texture: Some(images.add(uv_debug_texture())),
        ..default()
    });

    let cube_mesh = meshes.add(Cuboid::new(0.25, 0.25, 0.25));
    for i in 0..5 {
        commands.spawn((
            PbrBundle {
                mesh: cube_mesh.clone(),
                material: cube_material.clone(),
                transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
                ..default()
            },
            SceneNumber(1),
        ));
    }

    // spheres
    let sphere_mesh = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
    for i in 0..6 {
        let j = i % 3;
        let s_val = if i < 3 { 0.0 } else { 0.2 };
        let material = if j == 0 {
            materials.add(StandardMaterial {
                base_color: Color::rgb(s_val, s_val, 1.0),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        } else if j == 1 {
            materials.add(StandardMaterial {
                base_color: Color::rgb(s_val, 1.0, s_val),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        } else {
            materials.add(StandardMaterial {
                base_color: Color::rgb(1.0, s_val, s_val),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        };
        commands.spawn((
            PbrBundle {
                mesh: sphere_mesh.clone(),
                material,
                transform: Transform::from_xyz(
                    j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
                    0.125,
                    -j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
                ),
                ..default()
            },
            SceneNumber(1),
        ));
    }

    // Flight Helmet
    commands.spawn((
        SceneBundle {
            scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
            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),
    ));
}
source

pub const fn with_scale(self, scale: Vec3) -> Transform

Returns this Transform with a new scale.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 274)
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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);
}
More examples
Hide additional examples
examples/2d/mesh2d.rs (line 22)
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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::PURPLE),
        ..default()
    });
}
examples/2d/pixel_grid_snap.rs (line 87)
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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,
    ));
}
examples/shader/shader_material_2d.rs (line 33)
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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: Color::BLUE,
            color_texture: Some(asset_server.load("branding/icon.png")),
        }),
        ..default()
    });
}
examples/stress_tests/bevymark.rs (line 349)
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fn bird_velocity_transform(
    half_extents: Vec2,
    mut translation: Vec3,
    velocity_rng: &mut StdRng,
    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/3d/3d_gizmos.rs (line 90)
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fn draw_example_collection(
    mut gizmos: Gizmos,
    mut my_gizmos: Gizmos<MyRoundGizmos>,
    time: Res<Time>,
) {
    gizmos.cuboid(
        Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
        Color::BLACK,
    );
    gizmos.rect(
        Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
        Quat::from_rotation_y(PI / 2.),
        Vec2::splat(2.),
        Color::GREEN,
    );

    my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);

    for y in [0., 0.5, 1.] {
        gizmos.ray(
            Vec3::new(1., y, 0.),
            Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
            Color::BLUE,
        );
    }

    my_gizmos
        .arc_3d(
            180.0_f32.to_radians(),
            0.2,
            Vec3::ONE,
            Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
            Color::ORANGE,
        )
        .segments(10);

    // Circles have 32 line-segments by default.
    my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
    // You may want to increase this for larger circles or spheres.
    my_gizmos
        .circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
        .segments(64);
    my_gizmos
        .sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
        .circle_segments(64);

    gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
}
source

pub fn compute_matrix(&self) -> Mat4

Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.

source

pub fn compute_affine(&self) -> Affine3A

Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.

source

pub fn local_x(&self) -> Direction3d

Get the unit vector in the local X direction.

Examples found in repository?
examples/transforms/translation.rs (line 71)
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fn move_cube(mut cubes: Query<(&mut Transform, &mut Movable)>, timer: Res<Time>) {
    for (mut transform, mut cube) in &mut cubes {
        // Check if the entity moved too far from its spawn, if so invert the moving direction.
        if (cube.spawn - transform.translation).length() > cube.max_distance {
            cube.speed *= -1.0;
        }
        let direction = transform.local_x();
        transform.translation += direction * cube.speed * timer.delta_seconds();
    }
}
source

pub fn left(&self) -> Direction3d

Equivalent to -local_x()

source

pub fn right(&self) -> Direction3d

Equivalent to local_x()

Examples found in repository?
examples/3d/../helpers/camera_controller.rs (line 175)
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fn run_camera_controller(
    time: Res<Time>,
    mut windows: Query<&mut Window>,
    mut mouse_events: EventReader<MouseMotion>,
    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;
        }

        // 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);
        }
    }
}
source

pub fn local_y(&self) -> Direction3d

Get the unit vector in the local Y direction.

Examples found in repository?
examples/transforms/transform.rs (line 120)
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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 &center_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);
    }
}
source

pub fn up(&self) -> Direction3d

Equivalent to local_y()

source

pub fn down(&self) -> Direction3d

Equivalent to -local_y()

source

pub fn local_z(&self) -> Direction3d

Get the unit vector in the local Z direction.

source

pub fn forward(&self) -> Direction3d

Equivalent to -local_z()

Examples found in repository?
examples/transforms/transform.rs (line 99)
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fn move_cube(mut cubes: Query<(&mut Transform, &mut CubeState)>, timer: Res<Time>) {
    for (mut transform, cube) in &mut cubes {
        // Move the cube forward smoothly at a given move_speed.
        let forward = transform.forward();
        transform.translation += forward * cube.move_speed * timer.delta_seconds();
    }
}
More examples
Hide additional examples
examples/3d/tonemapping.rs (line 223)
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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);
}
examples/3d/../helpers/camera_controller.rs (line 174)
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fn run_camera_controller(
    time: Res<Time>,
    mut windows: Query<&mut Window>,
    mut mouse_events: EventReader<MouseMotion>,
    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;
        }

        // 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);
        }
    }
}
source

pub fn back(&self) -> Direction3d

Equivalent to local_z()

source

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?
examples/stress_tests/many_animated_sprites.rs (line 113)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
    *camera_transform = *camera_transform
        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
}
More examples
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examples/3d/transmission.rs (line 640)
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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);
}
source

pub fn rotate_axis(&mut self, axis: Vec3, angle: f32)

Rotates this Transform around the given axis by angle (in radians).

If this Transform has a parent, the axis is relative to the rotation of the parent.

source

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?
examples/3d/parenting.rs (line 21)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotator>>) {
    for mut transform in &mut query {
        transform.rotate_x(3.0 * time.delta_seconds());
    }
}
More examples
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examples/shader/post_processing.rs (line 351)
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fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
    for mut transform in &mut query {
        transform.rotate_x(0.55 * time.delta_seconds());
        transform.rotate_z(0.15 * time.delta_seconds());
    }
}
examples/3d/render_to_texture.rs (line 149)
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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());
    }
}
examples/stress_tests/many_lights.rs (line 139)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    let delta = time.delta_seconds() * 0.15;
    camera_transform.rotate_z(delta);
    camera_transform.rotate_x(delta);
}
examples/ui/render_ui_to_texture.rs (line 139)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
    for mut transform in &mut query {
        transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
        transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
    }
}
examples/window/low_power.rs (line 120)
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    pub(crate) fn rotate_cube(
        time: Res<Time>,
        mut cube_transform: Query<&mut Transform, With<Rotator>>,
    ) {
        for mut transform in &mut cube_transform {
            transform.rotate_x(time.delta_seconds());
            transform.rotate_local_y(time.delta_seconds());
        }
    }
source

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.

Examples found in repository?
examples/shader/extended_material.rs (line 67)
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fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
    for mut t in &mut q {
        t.rotate_y(time.delta_seconds());
    }
}
More examples
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examples/3d/3d_shapes.rs (line 93)
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fn rotate(mut query: Query<&mut Transform, With<Shape>>, time: Res<Time>) {
    for mut transform in &mut query {
        transform.rotate_y(time.delta_seconds() / 2.);
    }
}
examples/3d/skybox.rs (line 175)
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fn animate_light_direction(
    time: Res<Time>,
    mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
    for mut transform in &mut query {
        transform.rotate_y(time.delta_seconds() * 0.5);
    }
}
examples/3d/render_to_texture.rs (line 158)
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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());
    }
}
examples/ui/render_ui_to_texture.rs (line 140)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
    for mut transform in &mut query {
        transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
        transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
    }
}
examples/3d/deferred_rendering.rs (line 238)
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fn animate_light_direction(
    time: Res<Time>,
    mut query: Query<&mut Transform, With<DirectionalLight>>,
    pause: Res<Pause>,
) {
    if pause.0 {
        return;
    }
    for mut transform in &mut query {
        transform.rotate_y(time.delta_seconds() * PI / 5.0);
    }
}
source

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?
examples/2d/pixel_grid_snap.rs (line 159)
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fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
    for mut transform in &mut transforms {
        let dt = time.delta_seconds();
        transform.rotate_z(dt);
    }
}
More examples
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examples/shader/post_processing.rs (line 352)
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fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
    for mut transform in &mut query {
        transform.rotate_x(0.55 * time.delta_seconds());
        transform.rotate_z(0.15 * time.delta_seconds());
    }
}
examples/3d/render_to_texture.rs (line 150)
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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());
    }
}
examples/stress_tests/many_lights.rs (line 138)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    let delta = time.delta_seconds() * 0.15;
    camera_transform.rotate_z(delta);
    camera_transform.rotate_x(delta);
}
examples/games/contributors.rs (line 311)
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fn move_system(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
    let delta = time.delta_seconds();

    for (velocity, mut transform) in &mut query {
        transform.translation += delta * velocity.translation;
        transform.rotate_z(velocity.rotation * delta);
    }
}
examples/stress_tests/many_sprites.rs (line 109)
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
    let mut camera_transform = camera_query.single_mut();
    camera_transform.rotate_z(time.delta_seconds() * 0.5);
    *camera_transform = *camera_transform
        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
}
source

pub fn rotate_local(&mut self, rotation: Quat)

Rotates this Transform by the given rotation.

The rotation is relative to this Transform’s current rotation.

source

pub fn rotate_local_axis(&mut self, axis: Vec3, angle: f32)

Rotates this Transform around its local axis by angle (in radians).

source

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?
examples/3d/parallax_mapping.rs (line 157)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
More examples
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examples/3d/deferred_rendering.rs (line 316)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
    if pause.0 {
        return;
    }
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
source

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?
examples/window/low_power.rs (line 121)
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    pub(crate) fn rotate_cube(
        time: Res<Time>,
        mut cube_transform: Query<&mut Transform, With<Rotator>>,
    ) {
        for mut transform in &mut cube_transform {
            transform.rotate_x(time.delta_seconds());
            transform.rotate_local_y(time.delta_seconds());
        }
    }
More examples
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examples/3d/parallax_mapping.rs (line 156)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
examples/3d/deferred_rendering.rs (line 315)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
    if pause.0 {
        return;
    }
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
source

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?
examples/3d/parallax_mapping.rs (line 158)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
More examples
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examples/3d/deferred_rendering.rs (line 317)
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
    if pause.0 {
        return;
    }
    for (mut transform, spin) in query.iter_mut() {
        transform.rotate_local_y(spin.speed * time.delta_seconds());
        transform.rotate_local_x(spin.speed * time.delta_seconds());
        transform.rotate_local_z(-spin.speed * time.delta_seconds());
    }
}
source

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.

source

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?
examples/3d/3d_gizmos.rs (line 81)
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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
    let mut transform = query.single_mut();

    transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
}
More examples
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examples/shader/shader_material_screenspace_texture.rs (lines 61-64)
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
    let cam_transform = camera.single_mut().into_inner();

    cam_transform.rotate_around(
        Vec3::ZERO,
        Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
    );
    cam_transform.look_at(Vec3::ZERO, Vec3::Y);
}
examples/3d/spotlight.rs (line 208)
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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));
    }
}
examples/3d/split_screen.rs (line 245)
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fn button_system(
    interaction_query: Query<
        (&Interaction, &TargetCamera, &RotateCamera),
        (Changed<Interaction>, With<Button>),
    >,
    mut camera_query: Query<&mut Transform, With<Camera>>,
) {
    for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
        if let Interaction::Pressed = *interaction {
            // Since TargetCamera propagates to the children, we can use it to find
            // which side of the screen the button is on.
            if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
                let angle = match direction {
                    Direction::Left => -0.1,
                    Direction::Right => 0.1,
                };
                camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
            }
        }
    }
}
examples/3d/blend_modes.rs (line 329)
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fn example_control_system(
    mut materials: ResMut<Assets<StandardMaterial>>,
    controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
    mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
    mut labels: Query<(&mut Style, &ExampleLabel)>,
    mut display: Query<&mut Text, With<ExampleDisplay>>,
    labelled: Query<&GlobalTransform>,
    mut state: Local<ExampleState>,
    time: Res<Time>,
    input: Res<ButtonInput<KeyCode>>,
) {
    if input.pressed(KeyCode::ArrowUp) {
        state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
    } else if input.pressed(KeyCode::ArrowDown) {
        state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
    }

    if input.just_pressed(KeyCode::Space) {
        state.unlit = !state.unlit;
    }

    let randomize_colors = input.just_pressed(KeyCode::KeyC);

    for (material_handle, controls) in &controllable {
        let material = materials.get_mut(material_handle).unwrap();
        material.base_color.set_a(state.alpha);

        if controls.color && randomize_colors {
            material.base_color.set_r(random());
            material.base_color.set_g(random());
            material.base_color.set_b(random());
        }
        if controls.unlit {
            material.unlit = state.unlit;
        }
    }

    let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();

    if input.just_pressed(KeyCode::KeyH) {
        camera.hdr = !camera.hdr;
    }

    let rotation = if input.pressed(KeyCode::ArrowLeft) {
        time.delta_seconds()
    } else if input.pressed(KeyCode::ArrowRight) {
        -time.delta_seconds()
    } else {
        0.0
    };

    camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));

    for (mut style, label) in &mut labels {
        let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;

        let viewport_position = camera
            .world_to_viewport(camera_global_transform, world_position)
            .unwrap();

        style.top = Val::Px(viewport_position.y);
        style.left = Val::Px(viewport_position.x);
    }

    let mut display = display.single_mut();
    display.sections[0].value = format!(
        "  HDR: {}\nAlpha: {:.2}",
        if camera.hdr { "ON " } else { "OFF" },
        state.alpha
    );
}
examples/3d/transmission.rs (lines 570-573)
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fn example_control_system(
    mut commands: Commands,
    mut materials: ResMut<Assets<StandardMaterial>>,
    controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
    mut camera: Query<
        (
            Entity,
            &mut Camera,
            &mut Camera3d,
            &mut Transform,
            Option<&DepthPrepass>,
            Option<&TemporalJitter>,
        ),
        With<Camera3d>,
    >,
    mut display: Query<&mut Text, With<ExampleDisplay>>,
    mut state: Local<ExampleState>,
    time: Res<Time>,
    input: Res<ButtonInput<KeyCode>>,
) {
    if input.pressed(KeyCode::Digit2) {
        state.diffuse_transmission = (state.diffuse_transmission + time.delta_seconds()).min(1.0);
    } else if input.pressed(KeyCode::Digit1) {
        state.diffuse_transmission = (state.diffuse_transmission - time.delta_seconds()).max(0.0);
    }

    if input.pressed(KeyCode::KeyW) {
        state.specular_transmission = (state.specular_transmission + time.delta_seconds()).min(1.0);
    } else if input.pressed(KeyCode::KeyQ) {
        state.specular_transmission = (state.specular_transmission - time.delta_seconds()).max(0.0);
    }

    if input.pressed(KeyCode::KeyS) {
        state.thickness = (state.thickness + time.delta_seconds()).min(5.0);
    } else if input.pressed(KeyCode::KeyA) {
        state.thickness = (state.thickness - time.delta_seconds()).max(0.0);
    }

    if input.pressed(KeyCode::KeyX) {
        state.ior = (state.ior + time.delta_seconds()).min(3.0);
    } else if input.pressed(KeyCode::KeyZ) {
        state.ior = (state.ior - time.delta_seconds()).max(1.0);
    }

    if input.pressed(KeyCode::KeyI) {
        state.reflectance = (state.reflectance + time.delta_seconds()).min(1.0);
    } else if input.pressed(KeyCode::KeyU) {
        state.reflectance = (state.reflectance - time.delta_seconds()).max(0.0);
    }

    if input.pressed(KeyCode::KeyR) {
        state.perceptual_roughness = (state.perceptual_roughness + time.delta_seconds()).min(1.0);
    } else if input.pressed(KeyCode::KeyE) {
        state.perceptual_roughness = (state.perceptual_roughness - time.delta_seconds()).max(0.0);
    }

    let randomize_colors = input.just_pressed(KeyCode::KeyC);

    for (material_handle, controls) in &controllable {
        let material = materials.get_mut(material_handle).unwrap();
        if controls.specular_transmission {
            material.specular_transmission = state.specular_transmission;
            material.thickness = state.thickness;
            material.ior = state.ior;
            material.perceptual_roughness = state.perceptual_roughness;
            material.reflectance = state.reflectance;
        }

        if controls.diffuse_transmission {
            material.diffuse_transmission = state.diffuse_transmission;
        }

        if controls.color && randomize_colors {
            material.base_color.set_r(random());
            material.base_color.set_g(random());
            material.base_color.set_b(random());
        }
    }

    let (
        camera_entity,
        mut camera,
        mut camera_3d,
        mut camera_transform,
        depth_prepass,
        temporal_jitter,
    ) = camera.single_mut();

    if input.just_pressed(KeyCode::KeyH) {
        camera.hdr = !camera.hdr;
    }

    #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
    if input.just_pressed(KeyCode::KeyD) {
        if depth_prepass.is_none() {
            commands.entity(camera_entity).insert(DepthPrepass);
        } else {
            commands.entity(camera_entity).remove::<DepthPrepass>();
        }
    }

    #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
    if input.just_pressed(KeyCode::KeyT) {
        if temporal_jitter.is_none() {
            commands.entity(camera_entity).insert((
                TemporalJitter::default(),
                TemporalAntiAliasSettings::default(),
            ));
        } else {
            commands
                .entity(camera_entity)
                .remove::<(TemporalJitter, TemporalAntiAliasSettings)>();
        }
    }

    if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
        camera_3d.screen_space_specular_transmission_steps -= 1;
    }

    if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
        camera_3d.screen_space_specular_transmission_steps += 1;
    }

    if input.just_pressed(KeyCode::KeyJ) {
        camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
    }

    if input.just_pressed(KeyCode::KeyK) {
        camera_3d.screen_space_specular_transmission_quality =
            ScreenSpaceTransmissionQuality::Medium;
    }

    if input.just_pressed(KeyCode::KeyL) {
        camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
    }

    if input.just_pressed(KeyCode::Semicolon) {
        camera_3d.screen_space_specular_transmission_quality =
            ScreenSpaceTransmissionQuality::Ultra;
    }

    let rotation = if input.pressed(KeyCode::ArrowRight) {
        state.auto_camera = false;
        time.delta_seconds()
    } else if input.pressed(KeyCode::ArrowLeft) {
        state.auto_camera = false;
        -time.delta_seconds()
    } else if state.auto_camera {
        time.delta_seconds() * 0.25
    } else {
        0.0
    };

    let distance_change =
        if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
            time.delta_seconds()
        } else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
            -time.delta_seconds()
        } else {
            0.0
        };

    camera_transform.translation *= distance_change.exp();

    camera_transform.rotate_around(
        Vec3::ZERO,
        Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
    );

    let mut display = display.single_mut();
    display.sections[0].value = format!(
        concat!(
            " J / K / L / ;  Screen Space Specular Transmissive Quality: {:?}\n",
            "         O / P  Screen Space Specular Transmissive Steps: {}\n",
            "         1 / 2  Diffuse Transmission: {:.2}\n",
            "         Q / W  Specular Transmission: {:.2}\n",
            "         A / S  Thickness: {:.2}\n",
            "         Z / X  IOR: {:.2}\n",
            "         E / R  Perceptual Roughness: {:.2}\n",
            "         U / I  Reflectance: {:.2}\n",
            "    Arrow Keys  Control Camera\n",
            "             C  Randomize Colors\n",
            "             H  HDR + Bloom: {}\n",
            "             D  Depth Prepass: {}\n",
            "             T  TAA: {}\n",
        ),
        camera_3d.screen_space_specular_transmission_quality,
        camera_3d.screen_space_specular_transmission_steps,
        state.diffuse_transmission,
        state.specular_transmission,
        state.thickness,
        state.ior,
        state.perceptual_roughness,
        state.reflectance,
        if camera.hdr { "ON " } else { "OFF" },
        if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
            if depth_prepass.is_some() {
                "ON "
            } else {
                "OFF"
            }
        } else {
            "N/A (WebGL)"
        },
        if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
            if temporal_jitter.is_some() {
                if depth_prepass.is_some() {
                    "ON "
                } else {
                    "N/A (Needs Depth Prepass)"
                }
            } else {
                "OFF"
            }
        } else {
            "N/A (WebGL)"
        },
    );
}
source

pub fn look_at(&mut self, target: Vec3, up: Vec3)

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 target is the same as the transform translation, Vec3::Z is used instead
  • if up is zero, Vec3::Y is used instead
  • if the resulting forward direction is parallel with up, an orthogonal vector is used as the “right” direction
Examples found in repository?
examples/shader/shader_material_screenspace_texture.rs (line 65)
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
    let cam_transform = camera.single_mut().into_inner();

    cam_transform.rotate_around(
        Vec3::ZERO,
        Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
    );
    cam_transform.look_at(Vec3::ZERO, Vec3::Y);
}
More examples
Hide additional examples
examples/3d/reflection_probes.rs (line 326)
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fn rotate_camera(
    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(ROTATION_SPEED)
            .rotate(transform.translation.xz())
            .extend(transform.translation.y)
            .xzy();
        transform.look_at(Vec3::ZERO, Vec3::Y);
    }
}
examples/3d/irradiance_volumes.rs (line 386)
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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);
    }
}
examples/3d/transmission.rs (line 639)
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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);
}
examples/3d/shadow_biases.rs (line 237)
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fn adjust_light_position(
    input: Res<ButtonInput<KeyCode>>,
    mut lights: Query<&mut Transform, With<Lights>>,
    mut example_text: Query<&mut Text>,
) {
    let mut offset = Vec3::ZERO;
    if input.just_pressed(KeyCode::ArrowLeft) {
        offset.x -= 1.0;
    }
    if input.just_pressed(KeyCode::ArrowRight) {
        offset.x += 1.0;
    }
    if input.just_pressed(KeyCode::ArrowUp) {
        offset.z -= 1.0;
    }
    if input.just_pressed(KeyCode::ArrowDown) {
        offset.z += 1.0;
    }
    if input.just_pressed(KeyCode::PageDown) {
        offset.y -= 1.0;
    }
    if input.just_pressed(KeyCode::PageUp) {
        offset.y += 1.0;
    }
    if offset != Vec3::ZERO {
        let mut example_text = example_text.single_mut();
        for mut light in &mut lights {
            light.translation += offset;
            light.look_at(Vec3::ZERO, Vec3::Y);
            example_text.sections[21].value = format!("{:.1},", light.translation.x);
            example_text.sections[22].value = format!(" {:.1},", light.translation.y);
            example_text.sections[23].value = format!(" {:.1}", light.translation.z);
        }
    }
}
source

pub fn look_to(&mut self, direction: Vec3, up: Vec3)

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 direction is zero, Vec3::NEG_Z is used instead
  • if up is zero, Vec3::Y is used instead
  • if direction is parallel with up, an orthogonal vector is used as the “right” direction
Examples found in repository?
examples/3d/generate_custom_mesh.rs (line 114)
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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);
        }
    }
}
source

pub fn mul_transform(&self, transform: Transform) -> Transform

Multiplies self with transform component by component, returning the resulting Transform

source

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.

source

pub fn is_finite(&self) -> bool

Returns true if, and only if, translation, rotation and scale all are finite. If any of them contains a NaN, positive or negative infinity, this will return false.

Trait Implementations§

source§

impl Animatable for Transform

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fn interpolate(a: &Transform, b: &Transform, t: f32) -> Transform

Interpolates between a and b with a interpolation factor of time. Read more
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fn blend(inputs: impl Iterator<Item = BlendInput<Transform>>) -> Transform

Blends one or more values together. Read more
source§

fn post_process(&mut self, _world: &World)

Post-processes the value using resources in the World. Most animatable types do not need to implement this.
source§

impl Clone for Transform

source§

fn clone(&self) -> Transform

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Transform
where Transform: Send + Sync + 'static,

§

type Storage = TableStorage

A marker type indicating the storage type used for this component. This must be either TableStorage or SparseStorage.
source§

impl Debug for Transform

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Transform

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fn default() -> Transform

Returns the “default value” for a type. Read more
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impl From<GlobalTransform> for Transform

The transform is expected to be non-degenerate and without shearing, or the output will be invalid.

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fn from(transform: GlobalTransform) -> Transform

Converts to this type from the input type.
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impl From<Transform> for GlobalTransform

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fn from(transform: Transform) -> GlobalTransform

Converts to this type from the input type.
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impl From<Transform> for SpatialBundle

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fn from(transform: Transform) -> SpatialBundle

Converts to this type from the input type.
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impl From<Transform> for TransformBundle

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fn from(transform: Transform) -> TransformBundle

Converts to this type from the input type.
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impl FromReflect for Transform

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for Transform

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impl Mul<GlobalTransform> for Transform

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type Output = GlobalTransform

The resulting type after applying the * operator.
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fn mul( self, global_transform: GlobalTransform ) -> <Transform as Mul<GlobalTransform>>::Output

Performs the * operation. Read more
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impl Mul<Mesh> for Transform

§

type Output = Mesh

The resulting type after applying the * operator.
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fn mul(self, rhs: Mesh) -> <Transform as Mul<Mesh>>::Output

Performs the * operation. Read more
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impl Mul<Transform> for GlobalTransform

§

type Output = GlobalTransform

The resulting type after applying the * operator.
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fn mul( self, transform: Transform ) -> <GlobalTransform as Mul<Transform>>::Output

Performs the * operation. Read more
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impl Mul<Vec3> for Transform

§

type Output = Vec3

The resulting type after applying the * operator.
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fn mul(self, value: Vec3) -> <Transform as Mul<Vec3>>::Output

Performs the * operation. Read more
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impl Mul for Transform

§

type Output = Transform

The resulting type after applying the * operator.
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fn mul(self, transform: Transform) -> <Transform as Mul>::Output

Performs the * operation. Read more
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impl PartialEq for Transform

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fn eq(&self, other: &Transform) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Reflect for Transform

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Transform>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Transform>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Struct for Transform

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TransformPoint for Transform

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fn transform_point(&self, point: impl Into<Vec3>) -> Vec3

Transform a point.
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impl TypePath for Transform
where Transform: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Transform

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for Transform

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impl StructuralPartialEq for Transform

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert 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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<C> DynamicBundle for C
where C: Component,

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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,