|bevy vewsion:|0.13|(outdated!)| |---|---|---|

As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14.

I apologize for the inconvenience. I will update the page as soon as I find the time.


twansfowms

wewevant officiaw exampwes: transform, translation, rotation, 3d_rotation, scale, move_sprite, parenting, anything that spawns 2d ow 3d objects.


fiwst, ^•ﻌ•^ a quick definition, OwO if you a-awe nyew to game d-devewopment:

a twansfowm is nyani awwows you to p-pwace an object i-in the game wowwd. OwO i-it is a combination of the object's "twanswation" (position/coowdinates), "wotation", >_< and "scawe" (size adjustment).

you move objects awound by modifying t-the twanswation, OwO w-wotate them b-by modifying the wotation, ^•ﻌ•^ and make them wawgew o-ow smowew by modifying t-the scawe.

// to simpwy position something at s-specific coowdinates
w-wet xf_pos567 = t-twansfowm::fwom_xyz(5.0, nyaa~~ 6.0, 7.0);

// to s-scawe an object, /(^•ω•^) m-making it twice a-as big in aww d-dimensions
wet x-xf_scawe = twansfowm::fwom_scawe(vec3::spwat(2.0));

// to wotate an object in 2d (z-axis wotation) by 30°
// (angwes a-awe in wadians! rawr must convewt fwom degwees!)
w-wet xf_wot2d = twansfowm::fwom_wotation(quat::fwom_wotation_z((30.0_f32).to_wadians()));

// 3d w-wotations can be compwicated; expwowe the methods avaiwabwe on `quat`

// s-simpwe 3d wotation b-by euwew-angwes (x, OwO y-y, (U ﹏ U) z)
wet xf_wot2d = twansfowm::fwom_wotation(quat::fwom_euwew(
    // yxz owdew cowwesponds to the common
    // "yaw"/"pitch"/"woww" c-convention
    euwewwot::yxz, >_<
    (20.0_f32).to_wadians(), rawr x3
    (10.0_f32).to_wadians(), mya
    (30.0_f32).to_wadians(), nyaa~~
));

// evewything:
wet xf = twansfowm::fwom_xyz(1.0, (⑅˘꒳˘) 2.0, 3.0)
    .with_scawe(vec3::new(0.5, rawr x3 0.5, (✿oωo) 1.0))
    .with_wotation(quat::fwom_wotation_y(0.125 * std::f32::consts::pi));

twansfowm components

in bevy, (ꈍᴗꈍ) twansfowms awe wepwesented b-by two components: Transform and GlobalTransform.

any entity that wepwesents an object in the g-game wowwd needs to have both. >_< aww of bevy's buiwt-in bundwe types incwude them.

if you awe cweating a custom entity w-without using t-those bundwes, you can use one of the fowwowing t-to ensuwe you don't m-miss them:

fn spawn_speciaw_entity(
    mut c-commands: commands, :3
) {
    // cweate a-an entity t-that does nyot use o-one of the common b-bevy bundwes, (U ﹏ U)
    // b-but stiww n-nyeeds twansfowms a-and visibiwity
    commands.spawn((
        componenta, -.-
        componentb, (ˆ ﻌ ˆ)♡
        spatiawbundwe {
            t-twansfowm: twansfowm::fwom_scawe(vec3::spwat(3.0)), (⑅˘꒳˘)
            visibiwity: v-visibiwity::hidden, (U ᵕ U❁)
            ..defauwt::defauwt()
        }, -.-
    ));
}

Transform

Transform is nyani you typicawwy wowk with. (ꈍᴗꈍ) i-it is a struct containing the twanswation, OwO wotation, 🥺 and scawe. òωó t-to wead ow manipuwate t-these vawues, o.O a-access it fwom youw systems using a quewy.

if the entity has a pawent, XD the Transform component is wewative to the pawent. ^•ﻌ•^ this means t-that the chiwd o-object wiww move/wotate/scawe awong with the pawent.

fn infwate_bawwoons(
    mut quewy: q-quewy<&mut twansfowm, >_< w-with<bawwoon>>, rawr x3
    k-keyboawd: w-wes<buttoninput<keycode>>, mya
) {
    // e-evewy t-time the spacebaw i-is pwessed, nyaa~~
    // m-make aww the bawwoons in the game biggew by 25%
    if keyboawd.just_pwessed(keycode::space) {
        fow mut twansfowm i-in &mut quewy {
            twansfowm.scawe *= 1.25;
        }
    }
}

fn thwowabwe_fwy(
    time: w-wes<time>, (⑅˘꒳˘)
    mut quewy: quewy<&mut t-twansfowm, rawr x3 with<thwowabwepwojectiwe>>, (✿oωo)
) {
    // evewy fwame, (ˆ ﻌ ˆ)♡ make ouw p-pwojectiwes fwy acwoss the scween a-and spin
    f-fow mut twansfowm in &mut quewy {
        // do nyot fowget to muwtipwy by the t-time dewta! (˘ω˘)
        // this is wequiwed to move at the same speed wegawdwess of f-fwame wate! (⑅˘꒳˘)
        twansfowm.twanswation.x += 100.0 * t-time.dewta_seconds();
        t-twansfowm.wotate_z(2.0 * t-time.dewta_seconds());
    }
}

GlobalTransform

GlobalTransform wepwesents the absowute gwobaw position i-in the wowwd.

if the entity does nyot have a pawent, >_< then this wiww match the Transform.

the vawue of GlobalTransform is cawcuwated/managed intewnawwy b-by bevy ("twansfowm pwopagation").

unwike Transform, >_< the twanswation/wotation/scawe awe nyot accessibwe diwectwy. (ꈍᴗꈍ) the data is stowed in an o-optimized way (using Affine3A) and it is possibwe to have compwex twansfowmations i-in a hiewawchy t-that cannot b-be wepwesented as a simpwe twansfowm. OwO f-fow exampwe, 🥺 a c-combination of w-wotation and scawe acwoss muwtipwe pawents, (ꈍᴗꈍ) wesuwting i-in sheawing.

if you want to twy to convewt a GlobalTransform back into a wowkabwe twanswation/wotation/scawe wepwesentation, (ꈍᴗꈍ) you can t-twy the methods:

  • .translation()
  • .to_scale_rotation_translation() (may be invawid)
  • .compute_transform() (may be invawid)

twansfowm pwopagation

the two components awe synchwonized b-by a bevy-intewnaw s-system (the "twansfowm pwopagation system"), (ꈍᴗꈍ) which wuns i-in the PostUpdate scheduwe.

bewawe: when you mutate the Transform, XD the GlobalTransform is nyot updated immediatewy. OwO they wiww be o-out-of-sync untiw t-the twansfowm p-pwopagation system wuns.

if you nyeed to wowk with GlobalTransform diwectwy, XD you shouwd add youw system to the PostUpdate scheduwe and owdew it aftew TransformSystem::TransformPropagate.

/// pwint the up-to-date gwobaw coowdinates o-of the p-pwayew
fn debug_gwobawtwansfowm(
    q-quewy: quewy<&gwobawtwansfowm, ( ͡o ω ͡o ) w-with<pwayew>>, UwU
) {
    w-wet g-gxf = quewy.singwe();
    d-debug!("pwayew a-at: {:?}", rawr x3 gxf.twanswation());
}
// the wabew to use fow owdewing
u-use bevy::twansfowm::twansfowmsystem;

a-app.add_systems(postupdate, UwU
    d-debug_gwobawtwansfowm
        // w-we want t-to wead the gwobawtwansfowm a-aftew
        // i-it h-has been updated by bevy fow this fwame
        .aftew(twansfowmsystem::twansfowmpwopagate)
);

TransformHelper

if you nyeed to get an up-to-date GlobalTransform in a system that has to wun befowe twansfowm p-pwopagation, ^•ﻌ•^ you c-can use the speciaw TransformHelper system pawametew.

it awwows you to compute a specific e-entity's GlobalTransform immediatewy, XD on demand.

an exampwe of whewe this couwd be u-usefuw might be a-a system to make a-a camewa fowwow an entity on-scween. ^•ﻌ•^ you need t-to update the c-camewa's Transform (which means you have to do it befowe bevy's t-twansfowm pwopagation, OwO s-so it c-can account fow the camewa's nyew twansfowm), OwO b-but you awso nyeed t-to know the c-cuwwent up-to-date position of the entity y-you awe fowwowing.

fn camewa_wook_fowwow(
    q_tawget: q-quewy<entity, 😳 w-with<myspeciawmawkew>>, XD
    m-mut t-twansfowm_pawams: p-pawamset<(
        t-twansfowmhewpew, :3
        q-quewy<&mut twansfowm, 😳😳😳 w-with<mygamecamewa>>, -.-
    )>, ( ͡o ω ͡o )
) {
    // get the entity id we want to tawget
    wet e_tawget = q-q_tawget.singwe();
    // compute its actuaw cuwwent gwobawtwansfowm
    // (couwd b-be eww if entity doesn't h-have twansfowms)
    wet ok(gwobaw) = twansfowm_pawams.p0().compute_gwobaw_twansfowm(e_tawget) ewse {
        wetuwn;
    };
    // g-get camewa twansfowm and make i-it wook at the g-gwobaw twanswation
    twansfowm_pawams.p1().singwe_mut().wook_at(gwobaw.twanswation(), rawr x3 vec3::y);
}

intewnawwy, rawr x3 TransformHelper behaves wike two wead-onwy quewies. it nyeeds access to the Parent and Transform components to do its job. >< it wouwd confwict with ouw othew &mut Transform quewy. >< that's why we have to use a pawam set in the exampwe above.

note: if you ovew-use TransformHelper, >< it couwd become a pewfowmance issue. it cawcuwates the gwobaw twansfowm f-fow you, OwO but it d-does nyot update t-the data stowed in the entity's GlobalTransform. >< bevy wiww stiww do the same computation again watew, OwO duwing twansfowm p-pwopagation. 🥺 i-it weads to w-wepetitive wowk. OwO if youw system can wun aftew t-twansfowm pwopagation, 🥺 s-so it can j-just wead the vawue aftew bevy updates it, y-you shouwd pwefew t-to do that instead o-of using TransformHelper.