Struct bevy::render::prelude::SpatialBundle

pub struct SpatialBundle {
    pub visibility: Visibility,
    pub inherited_visibility: InheritedVisibility,
    pub view_visibility: ViewVisibility,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
}
Expand description

A Bundle that allows the correct positional rendering of an entity.

It consists of transform components, controlling position, rotation and scale of the entity, but also visibility components, which determine whether the entity is visible or not.

Parent-child hierarchies of entities must contain all the Components in this Bundle to be rendered correctly.

Fields§

§visibility: Visibility

The visibility of the entity.

§inherited_visibility: InheritedVisibility

The inherited visibility of the entity.

§view_visibility: ViewVisibility

The view visibility of the entity.

§transform: Transform

The transform of the entity.

§global_transform: GlobalTransform

The global transform of the entity.

Implementations§

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impl SpatialBundle

pub const fn from_transform(transform: Transform) -> SpatialBundle

Creates a new SpatialBundle from a Transform.

This initializes GlobalTransform as identity, and visibility as visible

Examples found in repository?
examples/games/desk_toy.rs (lines 159-161)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    // Spawn a 2D camera
    commands.spawn(Camera2dBundle::default());

    // Spawn the text instructions
    let font = asset_server.load("fonts/FiraSans-Bold.ttf");
    let text_style = TextStyle {
        font: font.clone(),
        font_size: 30.0,
        ..default()
    };
    commands.spawn((
        Text2dBundle {
            text: Text::from_section(
                "Press Space to play on your desktop! Press it again to return.\nRight click Bevy logo to exit.",
                text_style.clone(),
            ),
            transform: Transform::from_xyz(0.0, -300.0, 100.0),
            ..default()
        },
        InstructionsText,
    ));

    // Create a circle mesh. We will reuse this mesh for all our circles.
    let circle = Mesh2dHandle(meshes.add(Circle { radius: 1.0 }));
    // Create the different materials we will use for each part of the eyes. For this demo they are basic [`ColorMaterial`]s.
    let outline_material = materials.add(Color::BLACK);
    let sclera_material = materials.add(Color::WHITE);
    let pupil_material = materials.add(Color::srgb(0.2, 0.2, 0.2));
    let pupil_highlight_material = materials.add(Color::srgba(1.0, 1.0, 1.0, 0.2));

    // Spawn the Bevy logo sprite
    commands
        .spawn((
            SpriteBundle {
                texture: asset_server.load("branding/icon.png"),
                ..default()
            },
            BevyLogo,
        ))
        .with_children(|commands| {
            // For each bird eye
            for (x, y, radius) in BIRDS_EYES {
                // eye outline
                commands.spawn(MaterialMesh2dBundle {
                    mesh: circle.clone(),
                    material: outline_material.clone(),
                    transform: Transform::from_xyz(x, y - 1.0, 1.0)
                        .with_scale(Vec2::splat(radius + 2.0).extend(1.0)),
                    ..default()
                });

                // sclera
                commands
                    .spawn(SpatialBundle::from_transform(Transform::from_xyz(
                        x, y, 2.0,
                    )))
                    .with_children(|commands| {
                        // sclera
                        commands.spawn(MaterialMesh2dBundle {
                            mesh: circle.clone(),
                            material: sclera_material.clone(),
                            transform: Transform::from_scale(Vec3::new(radius, radius, 0.0)),
                            ..default()
                        });

                        let pupil_radius = radius * 0.6;
                        let pupil_highlight_radius = radius * 0.3;
                        let pupil_highlight_offset = radius * 0.3;
                        // pupil
                        commands
                            .spawn((
                                SpatialBundle::from_transform(Transform::from_xyz(0.0, 0.0, 1.0)),
                                Pupil {
                                    eye_radius: radius,
                                    pupil_radius,
                                    velocity: Vec2::ZERO,
                                },
                            ))
                            .with_children(|commands| {
                                // pupil main
                                commands.spawn(MaterialMesh2dBundle {
                                    mesh: circle.clone(),
                                    material: pupil_material.clone(),
                                    transform: Transform::from_xyz(0.0, 0.0, 0.0)
                                        .with_scale(Vec3::new(pupil_radius, pupil_radius, 1.0)),
                                    ..default()
                                });

                                // pupil highlight
                                commands.spawn(MaterialMesh2dBundle {
                                    mesh: circle.clone(),
                                    material: pupil_highlight_material.clone(),
                                    transform: Transform::from_xyz(
                                        -pupil_highlight_offset,
                                        pupil_highlight_offset,
                                        1.0,
                                    )
                                    .with_scale(Vec3::new(
                                        pupil_highlight_radius,
                                        pupil_highlight_radius,
                                        1.0,
                                    )),
                                    ..default()
                                });
                            });
                    });
            }
        });
}

pub const INHERITED_IDENTITY: SpatialBundle = _

A visible SpatialBundle, with no translation, rotation, and a scale of 1 on all axes.

pub const HIDDEN_IDENTITY: SpatialBundle = _

An invisible SpatialBundle, with no translation, rotation, and a scale of 1 on all axes.

Trait Implementations§

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impl Bundle for SpatialBundle

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl Clone for SpatialBundle

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fn clone(&self) -> SpatialBundle

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SpatialBundle

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

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

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fn default() -> SpatialBundle

Returns the “default value” for a type. Read more
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impl From<Transform> for SpatialBundle

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fn from(transform: Transform) -> SpatialBundle

Converts to this type from the input type.
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impl DynamicBundle for SpatialBundle

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