use crate;
pub use HierarchyEvent;
use ;
/// An alias to tie `specs-hierarchy` `Hierarchy` structure to our `Parent` component.
pub type ParentHierarchy = ;
/// Component for defining a parent entity.
///
/// The entity with this component *has* a parent, rather than *is* a parent.
///
/// If the parent entity contains a transform, then the child's transform
/// will be applied relative to the parent's transform. For example, if a
/// parent rotates 45 degrees around the Z axis, then the child's coordinate
/// system will start out also rotated by 45 degrees around the Z axis.
///
/// If the parent entity has its own parent (and so on) then the transforms
/// will all be applied in order from the oldest ancestor to the child.