I want to rotate my object by a given amount and translate it forward to create a steerable tank.
I couldn't find out how to do it, all the matrices, vectors, and quaternions make it difficult for me to find a solution.
This is the Unity equivalent of what i want to do:
transform.Rotate(0, 0, -turn_input * turnSpeed * Time.deltaTime);
transform.position += transform.forward * drive * speed * Time.deltaTime;
I used to use this code in Bevy 0.2.1 but it broke after updating to 0.4
*transform.value_mut() = *transform.value()
* Mat4::from_rotation_translation(
Quat::from_rotation_z(-turn_input * tank.turn_speed * time.delta_seconds),
Vec3::unit_y() * drive * tank.speed * time.delta_seconds,
);
I found the answer thanks to @Sleepyhead on discord. It's close to the Unity code but 3 lines because you can't read and update on the same line.
Bevy only has transform.forward()
(suggested by @Sleepyhead) which goes into the Z direction:
https://docs.rs/bevy/0.4.0/bevy/prelude/struct.Transform.html#method.forward
#[inline]
pub fn forward(&self) -> Vec3 {
self.rotation * Vec3::unit_z()
}
I modified this code for the Y direction transform.rotation * Vec3::unit_y()
and use this in the final solution:
transform.rotate(Quat::from_rotation_z(-turn_input * tank.turn_speed * time.delta_seconds()));
let move_dir = transform.rotation * Vec3::unit_y() * drive * tank.speed * time.delta_seconds();
transform.translation += move_dir;
There is currently an open issue for adding more directions to Transform: https://github.com/bevyengine/bevy/issues/1298