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TransformSystem

Struct TransformSystem 

Source
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 TransformComponent can parent other transforms to form groups.
  • Instances in VisualWorld are created per RenderableComponent under transforms.

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impl TransformSystem

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pub fn new() -> Self

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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}
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pub fn world_position(world: &World, cid: ComponentId) -> Option<[f32; 3]>

Compute the world-space position (translation) for a component.

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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§

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impl Debug for TransformSystem

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

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

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fn default() -> TransformSystem

Returns the “default value” for a type. Read more
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impl System for TransformSystem

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fn tick( &mut self, _world: &mut World, _visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, )

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