pub struct TransformSystem;Expand description
System responsible for
syncing TransformComponent changes into VisualWorld.
applying side effects to direct children of transforms
and calculating world matrices for descendant transform components.
Key points:
- A
TransformComponentcan parent other transforms to form groups. - Instances in
VisualWorldare created perRenderableComponentunder transforms.
Implementations§
Source§impl TransformSystem
impl TransformSystem
pub fn new() -> Self
Sourcepub fn world_model(world: &World, cid: ComponentId) -> Option<TransformMatrix>
pub fn world_model(world: &World, cid: ComponentId) -> Option<TransformMatrix>
Compute the world-space model matrix for a component by walking up the component tree
and multiplying all ancestor TransformComponent model matrices.
Returns None if there are no ancestor transforms.
Examples found in repository?
examples/diy-panel.rs (line 104)
92fn spawn_container_item_debug_clones(
93 universe: &mut engine::Universe,
94 container: engine::ecs::ComponentId,
95) {
96 use engine::ecs::IntentValue;
97 use engine::ecs::system::TransformSystem;
98 use mittens_engine::scripting::component_registry::{
99 ce_ast_to_materialized, spawn_tree, subtree_to_ce_ast,
100 };
101
102 let items = collect_container_items(&universe.world, container);
103 for (index, item) in items.into_iter().enumerate() {
104 let Some(matrix_world) = TransformSystem::world_model(&universe.world, item) else {
105 println!("[diy-panel-debug] skip {:?}: no world matrix", item);
106 continue;
107 };
108
109 let item_label = universe
110 .world
111 .component_label(item)
112 .unwrap_or("")
113 .to_string();
114 println!(
115 "[diy-panel-debug] item={} label={:?} matrix_world={:?}",
116 index, item_label, matrix_world,
117 );
118
119 // Subtree → MMS AST → MaterializedCE → fresh spawn.
120 // Same path attach_clone uses; gives the clone fresh GUIDs and
121 // routes everything through the standard component registry.
122 let Ok(ce_ast) = subtree_to_ce_ast(&universe.world, item) else {
123 println!(
124 "[diy-panel-debug] skip {:?}: failed to encode subtree",
125 item
126 );
127 continue;
128 };
129 let Ok(materialized) = ce_ast_to_materialized(&ce_ast) else {
130 println!(
131 "[diy-panel-debug] skip {:?}: failed to materialize CE",
132 item
133 );
134 continue;
135 };
136 let Ok(clone_root) = spawn_tree(
137 &materialized,
138 None,
139 &mut universe.world,
140 &mut universe.command_queue,
141 ) else {
142 println!("[diy-panel-debug] skip {:?}: failed to spawn clone", item);
143 continue;
144 };
145
146 universe.add(clone_root);
147
148 let (mut clone_translation, clone_rotation, clone_scale) =
149 decompose_world_trs(matrix_world);
150 clone_translation[0] += DEBUG_CLONE_WORLD_OFFSET[0];
151 clone_translation[1] += DEBUG_CLONE_WORLD_OFFSET[1];
152 clone_translation[2] += DEBUG_CLONE_WORLD_OFFSET[2];
153
154 universe.command_queue.push_intent_now(
155 clone_root,
156 IntentValue::UpdateTransform {
157 component_ids: vec![clone_root],
158 translation: clone_translation,
159 rotation_quat_xyzw: clone_rotation,
160 scale: clone_scale,
161 },
162 );
163
164 let label = if item_label.is_empty() {
165 format!("item_{index}")
166 } else {
167 format!("{}_{}", item_label, index)
168 };
169 println!(
170 "[diy-panel-debug] cloned item={} label={:?} clone_root={:?} offset_translation={:?}",
171 index, label, clone_root, clone_translation,
172 );
173 }
174}Sourcepub fn world_position(world: &World, cid: ComponentId) -> Option<[f32; 3]>
pub fn world_position(world: &World, cid: ComponentId) -> Option<[f32; 3]>
Compute the world-space position (translation) for a component.
Sourcepub fn transform_changed(
&mut self,
world: &mut World,
visuals: &mut VisualWorld,
component: ComponentId,
transform_stream_system: &mut TransformStreamSystem,
camera_system: &mut CameraSystem,
light_system: &mut LightSystem,
collision_system: &mut CollisionSystem,
)
pub fn transform_changed( &mut self, world: &mut World, visuals: &mut VisualWorld, component: ComponentId, transform_stream_system: &mut TransformStreamSystem, camera_system: &mut CameraSystem, light_system: &mut LightSystem, collision_system: &mut CollisionSystem, )
Called by TransformComponent when its values change.
This updates camera translation if the transform has a Camera2D child, and updates
VisualWorld instance model matrices for any RenderableComponent descendants.
Trait Implementations§
Source§impl Debug for TransformSystem
impl Debug for TransformSystem
Source§impl Default for TransformSystem
impl Default for TransformSystem
Source§fn default() -> TransformSystem
fn default() -> TransformSystem
Returns the “default value” for a type. Read more
Source§impl System for TransformSystem
impl System for TransformSystem
fn tick( &mut self, _world: &mut World, _visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, )
Auto Trait Implementations§
impl Freeze for TransformSystem
impl RefUnwindSafe for TransformSystem
impl Send for TransformSystem
impl Sync for TransformSystem
impl Unpin for TransformSystem
impl UnsafeUnpin for TransformSystem
impl UnwindSafe for TransformSystem
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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