Bevy Version: | 0.13 | (outdated!) |
---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14. 0.14 to 0.15.
I apologize for the inconvenience. I will update the page as soon as I find the time.
Transforms
Relevant official examples:
transform
,
translation
,
rotation
,
3d_rotation
,
scale
,
move_sprite
,
parenting
,
anything that spawns 2D or 3D objects.
First, a quick definition, if you are new to game development:
A Transform is what allows you to place an object in the game world. It is a combination of the object's "translation" (position/coordinates), "rotation", and "scale" (size adjustment).
You move objects around by modifying the translation, rotate them by modifying the rotation, and make them larger or smaller by modifying the scale.
// To simply position something at specific coordinates
let xf_pos567 = Transform::from_xyz(5.0, 6.0, 7.0);
// To scale an object, making it twice as big in all dimensions
let xf_scale = Transform::from_scale(Vec3::splat(2.0));
// To rotate an object in 2D (Z-axis rotation) by 30°
// (angles are in radians! must convert from degrees!)
let xf_rot2d = Transform::from_rotation(Quat::from_rotation_z((30.0_f32).to_radians()));
// 3D rotations can be complicated; explore the methods available on `Quat`
// Simple 3D rotation by Euler-angles (X, Y, Z)
let xf_rot2d = Transform::from_rotation(Quat::from_euler(
// YXZ order corresponds to the common
// "yaw"/"pitch"/"roll" convention
EulerRot::YXZ,
(20.0_f32).to_radians(),
(10.0_f32).to_radians(),
(30.0_f32).to_radians(),
));
// Everything:
let xf = Transform::from_xyz(1.0, 2.0, 3.0)
.with_scale(Vec3::new(0.5, 0.5, 1.0))
.with_rotation(Quat::from_rotation_y(0.125 * std::f32::consts::PI));
Transform Components
In Bevy, transforms are represented by two components:
Transform
and GlobalTransform
.
Any Entity that represents an object in the game world needs to have both. All of Bevy's built-in bundle types include them.
If you are creating a custom entity without using those bundles, you can use one of the following to ensure you don't miss them:
SpatialBundle
for transforms + visibilityTransformBundle
for just the transforms
fn spawn_special_entity(
mut commands: Commands,
) {
// create an entity that does not use one of the common Bevy bundles,
// but still needs transforms and visibility
commands.spawn((
ComponentA,
ComponentB,
SpatialBundle {
transform: Transform::from_scale(Vec3::splat(3.0)),
visibility: Visibility::Hidden,
..Default::default()
},
));
}
Transform
Transform
is what you typically work with. It is a struct
containing the
translation, rotation, and scale. To read or manipulate these values, access it
from your systems using a query.
If the entity has a parent, the Transform
component is
relative to the parent. This means that the child object will move/rotate/scale
along with the parent.
fn inflate_balloons(
mut query: Query<&mut Transform, With<Balloon>>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
// every time the Spacebar is pressed,
// make all the balloons in the game bigger by 25%
if keyboard.just_pressed(KeyCode::Space) {
for mut transform in &mut query {
transform.scale *= 1.25;
}
}
}
fn throwable_fly(
time: Res<Time>,
mut query: Query<&mut Transform, With<ThrowableProjectile>>,
) {
// every frame, make our projectiles fly across the screen and spin
for mut transform in &mut query {
// do not forget to multiply by the time delta!
// this is required to move at the same speed regardless of frame rate!
transform.translation.x += 100.0 * time.delta_seconds();
transform.rotate_z(2.0 * time.delta_seconds());
}
}
GlobalTransform
GlobalTransform
represents the absolute global position in the world.
If the entity does not have a parent, then this will match the
Transform
.
The value of GlobalTransform
is calculated/managed internally by Bevy
("transform propagation").
Unlike Transform
, the translation/rotation/scale are not accessible
directly. The data is stored in an optimized way (using Affine3A
) and it is
possible to have complex transformations in a hierarchy that cannot be
represented as a simple transform. For example, a combination of rotation and
scale across multiple parents, resulting in shearing.
If you want to try to convert a GlobalTransform
back into a workable
translation/rotation/scale representation, you can try the methods:
.translation()
.to_scale_rotation_translation()
(may be invalid).compute_transform()
(may be invalid)
Transform Propagation
The two components are synchronized by a bevy-internal system (the "transform
propagation system"), which runs in the PostUpdate
schedule.
Beware: When you mutate the Transform
, the GlobalTransform
is not
updated immediately. They will be out-of-sync until the transform propagation
system runs.
If you need to work with GlobalTransform
directly, you should add
your system to the PostUpdate
schedule and
order it after TransformSystem::TransformPropagate
.
/// Print the up-to-date global coordinates of the player
fn debug_globaltransform(
query: Query<&GlobalTransform, With<Player>>,
) {
let gxf = query.single();
debug!("Player at: {:?}", gxf.translation());
}
// the label to use for ordering
use bevy::transform::TransformSystem;
app.add_systems(PostUpdate,
debug_globaltransform
// we want to read the GlobalTransform after
// it has been updated by Bevy for this frame
.after(TransformSystem::TransformPropagate)
);
TransformHelper
If you need to get an up-to-date GlobalTransform
in a system
that has to run before transform propagation, you can use the special
TransformHelper
system parameter.
It allows you to compute a specific entity's GlobalTransform
immediately, on
demand.
An example of where this could be useful might be a system to make a camera
follow an entity on-screen. You need to update the camera's Transform
(which
means you have to do it before Bevy's transform propagation, so it can account
for the camera's new transform), but you also need to know the current
up-to-date position of the entity you are following.
fn camera_look_follow(
q_target: Query<Entity, With<MySpecialMarker>>,
mut transform_params: ParamSet<(
TransformHelper,
Query<&mut Transform, With<MyGameCamera>>,
)>,
) {
// get the Entity ID we want to target
let e_target = q_target.single();
// compute its actual current GlobalTransform
// (could be Err if entity doesn't have transforms)
let Ok(global) = transform_params.p0().compute_global_transform(e_target) else {
return;
};
// get camera transform and make it look at the global translation
transform_params.p1().single_mut().look_at(global.translation(), Vec3::Y);
}
Internally, TransformHelper
behaves like two read-only queries.
It needs access to the Parent
and Transform
components to do its job. It
would conflict with our other &mut Transform
query. That's why we have to use
a param set in the example above.
Note: if you over-use TransformHelper
, it could become a performance issue.
It calculates the global transform for you, but it does not update the data
stored in the entity's GlobalTransform
. Bevy will still do the same
computation again later, during transform propagation. It leads to repetitive
work. If your system can run after transform propagation, so it can just read
the value after Bevy updates it, you should prefer to do that instead of using
TransformHelper
.