I am using the Bevy game engine.
The ability to have transforms be propagated to children in Bevy is handy, but when I am performing collision checks in my game, I have been using the object's Translation
to compute its location. Now that I have some parent-child hierarchies in my scene, the Translation
of each child entity is relative to its parent.
Is there a way to get the position of an entity relative to the world origin as opposed to the entity's parent?
The "world" position is stored in the GlobalTransform
component. Transforms internally are 4x4 matrices where the translation()
function returns the position. You can access it like this:
fn system(global_transform: &GlobalTransform) {
let position = global_transform.translation();
}