
# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ```
95 lines
2.6 KiB
Rust
95 lines
2.6 KiB
Rust
//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
|
|
|
|
use bevy::{
|
|
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, check_for_gltf_extras)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct ExampleDisplay;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
});
|
|
|
|
// a barebones scene containing one of each gltf_extra type
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"),
|
|
)));
|
|
|
|
// a place to display the extras on screen
|
|
commands.spawn((
|
|
TextBundle::from_section(
|
|
"",
|
|
TextStyle {
|
|
font_size: 15.,
|
|
..default()
|
|
},
|
|
)
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
ExampleDisplay,
|
|
));
|
|
}
|
|
|
|
fn check_for_gltf_extras(
|
|
gltf_extras_per_entity: Query<(
|
|
Entity,
|
|
Option<&Name>,
|
|
Option<&GltfSceneExtras>,
|
|
Option<&GltfExtras>,
|
|
Option<&GltfMeshExtras>,
|
|
Option<&GltfMaterialExtras>,
|
|
)>,
|
|
mut display: Query<&mut Text, With<ExampleDisplay>>,
|
|
) {
|
|
let mut gltf_extra_infos_lines: Vec<String> = vec![];
|
|
|
|
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
|
|
gltf_extras_per_entity.iter()
|
|
{
|
|
if scene_extras.is_some()
|
|
|| extras.is_some()
|
|
|| mesh_extras.is_some()
|
|
|| material_extras.is_some()
|
|
{
|
|
let formatted_extras = format!(
|
|
"Extras per entity {} ('Name: {}'):
|
|
- scene extras: {:?}
|
|
- primitive extras: {:?}
|
|
- mesh extras: {:?}
|
|
- material extras: {:?}
|
|
",
|
|
id,
|
|
name.unwrap_or(&Name::default()),
|
|
scene_extras,
|
|
extras,
|
|
mesh_extras,
|
|
material_extras
|
|
);
|
|
gltf_extra_infos_lines.push(formatted_extras);
|
|
}
|
|
let mut display = display.single_mut();
|
|
display.sections[0].value = gltf_extra_infos_lines.join("\n");
|
|
}
|
|
}
|