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?